gamelift

package
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Published: Apr 26, 2021 License: Apache-2.0 Imports: 10 Imported by: 0

Documentation

Overview

Package gamelift provides the client and types for making API requests to Amazon GameLift.

GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on AWS global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.

About GameLift solutions

Get more information on these GameLift solutions in the GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/).

  • GameLift managed hosting -- GameLift offers a fully managed service to set up and maintain computing machines for hosting, manage game session and player session life cycle, and handle security, storage, and performance tracking. You can use automatic scaling tools to balance player demand and hosting costs, configure your game session management to minimize player latency, and add FlexMatch for matchmaking.

  • Managed hosting with Realtime Servers -- With GameLift Realtime Servers, you can quickly configure and set up ready-to-go game servers for your game. Realtime Servers provides a game server framework with core GameLift infrastructure already built in. Then use the full range of GameLift managed hosting features, including FlexMatch, for your game.

  • GameLift FleetIQ -- Use GameLift FleetIQ as a standalone service while hosting your games using EC2 instances and Auto Scaling groups. GameLift FleetIQ provides optimizations for game hosting, including boosting the viability of low-cost Spot Instances gaming. For a complete solution, pair the GameLift FleetIQ and FlexMatch standalone services.

  • GameLift FlexMatch -- Add matchmaking to your game hosting solution. FlexMatch is a customizable matchmaking service for multiplayer games. Use FlexMatch as integrated with GameLift managed hosting or incorporate FlexMatch as a standalone service into your own hosting solution.

About this API Reference

This reference guide describes the low-level service API for Amazon GameLift. With each topic in this guide, you can find links to language-specific SDK guides and the AWS CLI reference. Useful links:

See https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01 for more information on this service.

See gamelift package documentation for more information. https://docs.aws.amazon.com/sdk-for-go/api/service/gamelift/

Using the Client

To contact Amazon GameLift with the SDK use the New function to create a new service client. With that client you can make API requests to the service. These clients are safe to use concurrently.

See the SDK's documentation for more information on how to use the SDK. https://docs.aws.amazon.com/sdk-for-go/api/

See aws.Config documentation for more information on configuring SDK clients. https://docs.aws.amazon.com/sdk-for-go/api/aws/#Config

See the Amazon GameLift client GameLift for more information on creating client for this service. https://docs.aws.amazon.com/sdk-for-go/api/service/gamelift/#New

Index

Constants

View Source
const (
	// AcceptanceTypeAccept is a AcceptanceType enum value
	AcceptanceTypeAccept = "ACCEPT"

	// AcceptanceTypeReject is a AcceptanceType enum value
	AcceptanceTypeReject = "REJECT"
)
View Source
const (
	// BackfillModeAutomatic is a BackfillMode enum value
	BackfillModeAutomatic = "AUTOMATIC"

	// BackfillModeManual is a BackfillMode enum value
	BackfillModeManual = "MANUAL"
)
View Source
const (
	// BalancingStrategySpotOnly is a BalancingStrategy enum value
	BalancingStrategySpotOnly = "SPOT_ONLY"

	// BalancingStrategySpotPreferred is a BalancingStrategy enum value
	BalancingStrategySpotPreferred = "SPOT_PREFERRED"

	// BalancingStrategyOnDemandOnly is a BalancingStrategy enum value
	BalancingStrategyOnDemandOnly = "ON_DEMAND_ONLY"
)
View Source
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"
)
View Source
const (
	// CertificateTypeDisabled is a CertificateType enum value
	CertificateTypeDisabled = "DISABLED"

	// CertificateTypeGenerated is a CertificateType enum value
	CertificateTypeGenerated = "GENERATED"
)
View Source
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"
)
View Source
const (
	// EC2InstanceTypeT2Micro is a EC2InstanceType enum value
	EC2InstanceTypeT2Micro = "t2.micro"

	// EC2InstanceTypeT2Small is a EC2InstanceType enum value
	EC2InstanceTypeT2Small = "t2.small"

	// EC2InstanceTypeT2Medium is a EC2InstanceType enum value
	EC2InstanceTypeT2Medium = "t2.medium"

	// EC2InstanceTypeT2Large is a EC2InstanceType enum value
	EC2InstanceTypeT2Large = "t2.large"

	// EC2InstanceTypeC3Large is a EC2InstanceType enum value
	EC2InstanceTypeC3Large = "c3.large"

	// EC2InstanceTypeC3Xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC3Xlarge = "c3.xlarge"

	// EC2InstanceTypeC32xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC32xlarge = "c3.2xlarge"

	// EC2InstanceTypeC34xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC34xlarge = "c3.4xlarge"

	// EC2InstanceTypeC38xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC38xlarge = "c3.8xlarge"

	// EC2InstanceTypeC4Large is a EC2InstanceType enum value
	EC2InstanceTypeC4Large = "c4.large"

	// EC2InstanceTypeC4Xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC4Xlarge = "c4.xlarge"

	// EC2InstanceTypeC42xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC42xlarge = "c4.2xlarge"

	// EC2InstanceTypeC44xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC44xlarge = "c4.4xlarge"

	// EC2InstanceTypeC48xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC48xlarge = "c4.8xlarge"

	// EC2InstanceTypeC5Large is a EC2InstanceType enum value
	EC2InstanceTypeC5Large = "c5.large"

	// EC2InstanceTypeC5Xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC5Xlarge = "c5.xlarge"

	// EC2InstanceTypeC52xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC52xlarge = "c5.2xlarge"

	// EC2InstanceTypeC54xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC54xlarge = "c5.4xlarge"

	// EC2InstanceTypeC59xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC59xlarge = "c5.9xlarge"

	// EC2InstanceTypeC512xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC512xlarge = "c5.12xlarge"

	// EC2InstanceTypeC518xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC518xlarge = "c5.18xlarge"

	// EC2InstanceTypeC524xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC524xlarge = "c5.24xlarge"

	// EC2InstanceTypeC5aLarge is a EC2InstanceType enum value
	EC2InstanceTypeC5aLarge = "c5a.large"

	// EC2InstanceTypeC5aXlarge is a EC2InstanceType enum value
	EC2InstanceTypeC5aXlarge = "c5a.xlarge"

	// EC2InstanceTypeC5a2xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC5a2xlarge = "c5a.2xlarge"

	// EC2InstanceTypeC5a4xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC5a4xlarge = "c5a.4xlarge"

	// EC2InstanceTypeC5a8xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC5a8xlarge = "c5a.8xlarge"

	// EC2InstanceTypeC5a12xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC5a12xlarge = "c5a.12xlarge"

	// EC2InstanceTypeC5a16xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC5a16xlarge = "c5a.16xlarge"

	// EC2InstanceTypeC5a24xlarge is a EC2InstanceType enum value
	EC2InstanceTypeC5a24xlarge = "c5a.24xlarge"

	// EC2InstanceTypeR3Large is a EC2InstanceType enum value
	EC2InstanceTypeR3Large = "r3.large"

	// EC2InstanceTypeR3Xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR3Xlarge = "r3.xlarge"

	// EC2InstanceTypeR32xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR32xlarge = "r3.2xlarge"

	// EC2InstanceTypeR34xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR34xlarge = "r3.4xlarge"

	// EC2InstanceTypeR38xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR38xlarge = "r3.8xlarge"

	// EC2InstanceTypeR4Large is a EC2InstanceType enum value
	EC2InstanceTypeR4Large = "r4.large"

	// EC2InstanceTypeR4Xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR4Xlarge = "r4.xlarge"

	// EC2InstanceTypeR42xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR42xlarge = "r4.2xlarge"

	// EC2InstanceTypeR44xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR44xlarge = "r4.4xlarge"

	// EC2InstanceTypeR48xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR48xlarge = "r4.8xlarge"

	// EC2InstanceTypeR416xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR416xlarge = "r4.16xlarge"

	// EC2InstanceTypeR5Large is a EC2InstanceType enum value
	EC2InstanceTypeR5Large = "r5.large"

	// EC2InstanceTypeR5Xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR5Xlarge = "r5.xlarge"

	// EC2InstanceTypeR52xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR52xlarge = "r5.2xlarge"

	// EC2InstanceTypeR54xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR54xlarge = "r5.4xlarge"

	// EC2InstanceTypeR58xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR58xlarge = "r5.8xlarge"

	// EC2InstanceTypeR512xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR512xlarge = "r5.12xlarge"

	// EC2InstanceTypeR516xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR516xlarge = "r5.16xlarge"

	// EC2InstanceTypeR524xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR524xlarge = "r5.24xlarge"

	// EC2InstanceTypeR5aLarge is a EC2InstanceType enum value
	EC2InstanceTypeR5aLarge = "r5a.large"

	// EC2InstanceTypeR5aXlarge is a EC2InstanceType enum value
	EC2InstanceTypeR5aXlarge = "r5a.xlarge"

	// EC2InstanceTypeR5a2xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR5a2xlarge = "r5a.2xlarge"

	// EC2InstanceTypeR5a4xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR5a4xlarge = "r5a.4xlarge"

	// EC2InstanceTypeR5a8xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR5a8xlarge = "r5a.8xlarge"

	// EC2InstanceTypeR5a12xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR5a12xlarge = "r5a.12xlarge"

	// EC2InstanceTypeR5a16xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR5a16xlarge = "r5a.16xlarge"

	// EC2InstanceTypeR5a24xlarge is a EC2InstanceType enum value
	EC2InstanceTypeR5a24xlarge = "r5a.24xlarge"

	// EC2InstanceTypeM3Medium is a EC2InstanceType enum value
	EC2InstanceTypeM3Medium = "m3.medium"

	// EC2InstanceTypeM3Large is a EC2InstanceType enum value
	EC2InstanceTypeM3Large = "m3.large"

	// EC2InstanceTypeM3Xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM3Xlarge = "m3.xlarge"

	// EC2InstanceTypeM32xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM32xlarge = "m3.2xlarge"

	// EC2InstanceTypeM4Large is a EC2InstanceType enum value
	EC2InstanceTypeM4Large = "m4.large"

	// EC2InstanceTypeM4Xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM4Xlarge = "m4.xlarge"

	// EC2InstanceTypeM42xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM42xlarge = "m4.2xlarge"

	// EC2InstanceTypeM44xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM44xlarge = "m4.4xlarge"

	// EC2InstanceTypeM410xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM410xlarge = "m4.10xlarge"

	// EC2InstanceTypeM5Large is a EC2InstanceType enum value
	EC2InstanceTypeM5Large = "m5.large"

	// EC2InstanceTypeM5Xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM5Xlarge = "m5.xlarge"

	// EC2InstanceTypeM52xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM52xlarge = "m5.2xlarge"

	// EC2InstanceTypeM54xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM54xlarge = "m5.4xlarge"

	// EC2InstanceTypeM58xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM58xlarge = "m5.8xlarge"

	// EC2InstanceTypeM512xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM512xlarge = "m5.12xlarge"

	// EC2InstanceTypeM516xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM516xlarge = "m5.16xlarge"

	// EC2InstanceTypeM524xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM524xlarge = "m5.24xlarge"

	// EC2InstanceTypeM5aLarge is a EC2InstanceType enum value
	EC2InstanceTypeM5aLarge = "m5a.large"

	// EC2InstanceTypeM5aXlarge is a EC2InstanceType enum value
	EC2InstanceTypeM5aXlarge = "m5a.xlarge"

	// EC2InstanceTypeM5a2xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM5a2xlarge = "m5a.2xlarge"

	// EC2InstanceTypeM5a4xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM5a4xlarge = "m5a.4xlarge"

	// EC2InstanceTypeM5a8xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM5a8xlarge = "m5a.8xlarge"

	// EC2InstanceTypeM5a12xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM5a12xlarge = "m5a.12xlarge"

	// EC2InstanceTypeM5a16xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM5a16xlarge = "m5a.16xlarge"

	// EC2InstanceTypeM5a24xlarge is a EC2InstanceType enum value
	EC2InstanceTypeM5a24xlarge = "m5a.24xlarge"
)
View Source
const (
	// EventCodeGenericEvent is a EventCode enum value
	EventCodeGenericEvent = "GENERIC_EVENT"

	// EventCodeFleetCreated is a EventCode enum value
	EventCodeFleetCreated = "FLEET_CREATED"

	// EventCodeFleetDeleted is a EventCode enum value
	EventCodeFleetDeleted = "FLEET_DELETED"

	// EventCodeFleetScalingEvent is a EventCode enum value
	EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT"

	// EventCodeFleetStateDownloading is a EventCode enum value
	EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING"

	// EventCodeFleetStateValidating is a EventCode enum value
	EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING"

	// EventCodeFleetStateBuilding is a EventCode enum value
	EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING"

	// EventCodeFleetStateActivating is a EventCode enum value
	EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING"

	// EventCodeFleetStateActive is a EventCode enum value
	EventCodeFleetStateActive = "FLEET_STATE_ACTIVE"

	// EventCodeFleetStateError is a EventCode enum value
	EventCodeFleetStateError = "FLEET_STATE_ERROR"

	// EventCodeFleetInitializationFailed is a EventCode enum value
	EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED"

	// EventCodeFleetBinaryDownloadFailed is a EventCode enum value
	EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED"

	// EventCodeFleetValidationLaunchPathNotFound is a EventCode enum value
	EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"

	// EventCodeFleetValidationExecutableRuntimeFailure is a EventCode enum value
	EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"

	// EventCodeFleetValidationTimedOut is a EventCode enum value
	EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT"

	// EventCodeFleetActivationFailed is a EventCode enum value
	EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED"

	// EventCodeFleetActivationFailedNoInstances is a EventCode enum value
	EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES"

	// EventCodeFleetNewGameSessionProtectionPolicyUpdated is a EventCode enum value
	EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"

	// EventCodeServerProcessInvalidPath is a EventCode enum value
	EventCodeServerProcessInvalidPath = "SERVER_PROCESS_INVALID_PATH"

	// EventCodeServerProcessSdkInitializationTimeout is a EventCode enum value
	EventCodeServerProcessSdkInitializationTimeout = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"

	// EventCodeServerProcessProcessReadyTimeout is a EventCode enum value
	EventCodeServerProcessProcessReadyTimeout = "SERVER_PROCESS_PROCESS_READY_TIMEOUT"

	// EventCodeServerProcessCrashed is a EventCode enum value
	EventCodeServerProcessCrashed = "SERVER_PROCESS_CRASHED"

	// EventCodeServerProcessTerminatedUnhealthy is a EventCode enum value
	EventCodeServerProcessTerminatedUnhealthy = "SERVER_PROCESS_TERMINATED_UNHEALTHY"

	// EventCodeServerProcessForceTerminated is a EventCode enum value
	EventCodeServerProcessForceTerminated = "SERVER_PROCESS_FORCE_TERMINATED"

	// EventCodeServerProcessProcessExitTimeout is a EventCode enum value
	EventCodeServerProcessProcessExitTimeout = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"

	// EventCodeGameSessionActivationTimeout is a EventCode enum value
	EventCodeGameSessionActivationTimeout = "GAME_SESSION_ACTIVATION_TIMEOUT"

	// EventCodeFleetCreationExtractingBuild is a EventCode enum value
	EventCodeFleetCreationExtractingBuild = "FLEET_CREATION_EXTRACTING_BUILD"

	// EventCodeFleetCreationRunningInstaller is a EventCode enum value
	EventCodeFleetCreationRunningInstaller = "FLEET_CREATION_RUNNING_INSTALLER"

	// EventCodeFleetCreationValidatingRuntimeConfig is a EventCode enum value
	EventCodeFleetCreationValidatingRuntimeConfig = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"

	// EventCodeFleetVpcPeeringSucceeded is a EventCode enum value
	EventCodeFleetVpcPeeringSucceeded = "FLEET_VPC_PEERING_SUCCEEDED"

	// EventCodeFleetVpcPeeringFailed is a EventCode enum value
	EventCodeFleetVpcPeeringFailed = "FLEET_VPC_PEERING_FAILED"

	// EventCodeFleetVpcPeeringDeleted is a EventCode enum value
	EventCodeFleetVpcPeeringDeleted = "FLEET_VPC_PEERING_DELETED"

	// EventCodeInstanceInterrupted is a EventCode enum value
	EventCodeInstanceInterrupted = "INSTANCE_INTERRUPTED"
)
View Source
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"
)
View Source
const (
	// FleetTypeOnDemand is a FleetType enum value
	FleetTypeOnDemand = "ON_DEMAND"

	// FleetTypeSpot is a FleetType enum value
	FleetTypeSpot = "SPOT"
)
View Source
const (
	// FlexMatchModeStandalone is a FlexMatchMode enum value
	FlexMatchModeStandalone = "STANDALONE"

	// FlexMatchModeWithQueue is a FlexMatchMode enum value
	FlexMatchModeWithQueue = "WITH_QUEUE"
)
View Source
const (
	// GameServerGroupDeleteOptionSafeDelete is a GameServerGroupDeleteOption enum value
	GameServerGroupDeleteOptionSafeDelete = "SAFE_DELETE"

	// GameServerGroupDeleteOptionForceDelete is a GameServerGroupDeleteOption enum value
	GameServerGroupDeleteOptionForceDelete = "FORCE_DELETE"

	// GameServerGroupDeleteOptionRetain is a GameServerGroupDeleteOption enum value
	GameServerGroupDeleteOptionRetain = "RETAIN"
)
View Source
const (
	// GameServerGroupInstanceTypeC4Large is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC4Large = "c4.large"

	// GameServerGroupInstanceTypeC4Xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC4Xlarge = "c4.xlarge"

	// GameServerGroupInstanceTypeC42xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC42xlarge = "c4.2xlarge"

	// GameServerGroupInstanceTypeC44xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC44xlarge = "c4.4xlarge"

	// GameServerGroupInstanceTypeC48xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC48xlarge = "c4.8xlarge"

	// GameServerGroupInstanceTypeC5Large is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC5Large = "c5.large"

	// GameServerGroupInstanceTypeC5Xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC5Xlarge = "c5.xlarge"

	// GameServerGroupInstanceTypeC52xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC52xlarge = "c5.2xlarge"

	// GameServerGroupInstanceTypeC54xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC54xlarge = "c5.4xlarge"

	// GameServerGroupInstanceTypeC59xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC59xlarge = "c5.9xlarge"

	// GameServerGroupInstanceTypeC512xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC512xlarge = "c5.12xlarge"

	// GameServerGroupInstanceTypeC518xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC518xlarge = "c5.18xlarge"

	// GameServerGroupInstanceTypeC524xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC524xlarge = "c5.24xlarge"

	// GameServerGroupInstanceTypeC5aLarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC5aLarge = "c5a.large"

	// GameServerGroupInstanceTypeC5aXlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC5aXlarge = "c5a.xlarge"

	// GameServerGroupInstanceTypeC5a2xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC5a2xlarge = "c5a.2xlarge"

	// GameServerGroupInstanceTypeC5a4xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC5a4xlarge = "c5a.4xlarge"

	// GameServerGroupInstanceTypeC5a8xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC5a8xlarge = "c5a.8xlarge"

	// GameServerGroupInstanceTypeC5a12xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC5a12xlarge = "c5a.12xlarge"

	// GameServerGroupInstanceTypeC5a16xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC5a16xlarge = "c5a.16xlarge"

	// GameServerGroupInstanceTypeC5a24xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeC5a24xlarge = "c5a.24xlarge"

	// GameServerGroupInstanceTypeR4Large is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR4Large = "r4.large"

	// GameServerGroupInstanceTypeR4Xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR4Xlarge = "r4.xlarge"

	// GameServerGroupInstanceTypeR42xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR42xlarge = "r4.2xlarge"

	// GameServerGroupInstanceTypeR44xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR44xlarge = "r4.4xlarge"

	// GameServerGroupInstanceTypeR48xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR48xlarge = "r4.8xlarge"

	// GameServerGroupInstanceTypeR416xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR416xlarge = "r4.16xlarge"

	// GameServerGroupInstanceTypeR5Large is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR5Large = "r5.large"

	// GameServerGroupInstanceTypeR5Xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR5Xlarge = "r5.xlarge"

	// GameServerGroupInstanceTypeR52xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR52xlarge = "r5.2xlarge"

	// GameServerGroupInstanceTypeR54xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR54xlarge = "r5.4xlarge"

	// GameServerGroupInstanceTypeR58xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR58xlarge = "r5.8xlarge"

	// GameServerGroupInstanceTypeR512xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR512xlarge = "r5.12xlarge"

	// GameServerGroupInstanceTypeR516xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR516xlarge = "r5.16xlarge"

	// GameServerGroupInstanceTypeR524xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR524xlarge = "r5.24xlarge"

	// GameServerGroupInstanceTypeR5aLarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR5aLarge = "r5a.large"

	// GameServerGroupInstanceTypeR5aXlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR5aXlarge = "r5a.xlarge"

	// GameServerGroupInstanceTypeR5a2xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR5a2xlarge = "r5a.2xlarge"

	// GameServerGroupInstanceTypeR5a4xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR5a4xlarge = "r5a.4xlarge"

	// GameServerGroupInstanceTypeR5a8xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR5a8xlarge = "r5a.8xlarge"

	// GameServerGroupInstanceTypeR5a12xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR5a12xlarge = "r5a.12xlarge"

	// GameServerGroupInstanceTypeR5a16xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR5a16xlarge = "r5a.16xlarge"

	// GameServerGroupInstanceTypeR5a24xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeR5a24xlarge = "r5a.24xlarge"

	// GameServerGroupInstanceTypeM4Large is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM4Large = "m4.large"

	// GameServerGroupInstanceTypeM4Xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM4Xlarge = "m4.xlarge"

	// GameServerGroupInstanceTypeM42xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM42xlarge = "m4.2xlarge"

	// GameServerGroupInstanceTypeM44xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM44xlarge = "m4.4xlarge"

	// GameServerGroupInstanceTypeM410xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM410xlarge = "m4.10xlarge"

	// GameServerGroupInstanceTypeM5Large is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM5Large = "m5.large"

	// GameServerGroupInstanceTypeM5Xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM5Xlarge = "m5.xlarge"

	// GameServerGroupInstanceTypeM52xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM52xlarge = "m5.2xlarge"

	// GameServerGroupInstanceTypeM54xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM54xlarge = "m5.4xlarge"

	// GameServerGroupInstanceTypeM58xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM58xlarge = "m5.8xlarge"

	// GameServerGroupInstanceTypeM512xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM512xlarge = "m5.12xlarge"

	// GameServerGroupInstanceTypeM516xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM516xlarge = "m5.16xlarge"

	// GameServerGroupInstanceTypeM524xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM524xlarge = "m5.24xlarge"

	// GameServerGroupInstanceTypeM5aLarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM5aLarge = "m5a.large"

	// GameServerGroupInstanceTypeM5aXlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM5aXlarge = "m5a.xlarge"

	// GameServerGroupInstanceTypeM5a2xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM5a2xlarge = "m5a.2xlarge"

	// GameServerGroupInstanceTypeM5a4xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM5a4xlarge = "m5a.4xlarge"

	// GameServerGroupInstanceTypeM5a8xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM5a8xlarge = "m5a.8xlarge"

	// GameServerGroupInstanceTypeM5a12xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM5a12xlarge = "m5a.12xlarge"

	// GameServerGroupInstanceTypeM5a16xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM5a16xlarge = "m5a.16xlarge"

	// GameServerGroupInstanceTypeM5a24xlarge is a GameServerGroupInstanceType enum value
	GameServerGroupInstanceTypeM5a24xlarge = "m5a.24xlarge"
)
View Source
const (
	// GameServerGroupStatusNew is a GameServerGroupStatus enum value
	GameServerGroupStatusNew = "NEW"

	// GameServerGroupStatusActivating is a GameServerGroupStatus enum value
	GameServerGroupStatusActivating = "ACTIVATING"

	// GameServerGroupStatusActive is a GameServerGroupStatus enum value
	GameServerGroupStatusActive = "ACTIVE"

	// GameServerGroupStatusDeleteScheduled is a GameServerGroupStatus enum value
	GameServerGroupStatusDeleteScheduled = "DELETE_SCHEDULED"

	// GameServerGroupStatusDeleting is a GameServerGroupStatus enum value
	GameServerGroupStatusDeleting = "DELETING"

	// GameServerGroupStatusDeleted is a GameServerGroupStatus enum value
	GameServerGroupStatusDeleted = "DELETED"

	// GameServerGroupStatusError is a GameServerGroupStatus enum value
	GameServerGroupStatusError = "ERROR"
)
View Source
const (
	// GameServerInstanceStatusActive is a GameServerInstanceStatus enum value
	GameServerInstanceStatusActive = "ACTIVE"

	// GameServerInstanceStatusDraining is a GameServerInstanceStatus enum value
	GameServerInstanceStatusDraining = "DRAINING"

	// GameServerInstanceStatusSpotTerminating is a GameServerInstanceStatus enum value
	GameServerInstanceStatusSpotTerminating = "SPOT_TERMINATING"
)
View Source
const (
	// GameServerProtectionPolicyNoProtection is a GameServerProtectionPolicy enum value
	GameServerProtectionPolicyNoProtection = "NO_PROTECTION"

	// GameServerProtectionPolicyFullProtection is a GameServerProtectionPolicy enum value
	GameServerProtectionPolicyFullProtection = "FULL_PROTECTION"
)
View Source
const (
	// GameServerUtilizationStatusAvailable is a GameServerUtilizationStatus enum value
	GameServerUtilizationStatusAvailable = "AVAILABLE"

	// GameServerUtilizationStatusUtilized is a GameServerUtilizationStatus enum value
	GameServerUtilizationStatusUtilized = "UTILIZED"
)
View Source
const (
	// GameSessionPlacementStatePending is a GameSessionPlacementState enum value
	GameSessionPlacementStatePending = "PENDING"

	// GameSessionPlacementStateFulfilled is a GameSessionPlacementState enum value
	GameSessionPlacementStateFulfilled = "FULFILLED"

	// GameSessionPlacementStateCancelled is a GameSessionPlacementState enum value
	GameSessionPlacementStateCancelled = "CANCELLED"

	// GameSessionPlacementStateTimedOut is a GameSessionPlacementState enum value
	GameSessionPlacementStateTimedOut = "TIMED_OUT"

	// GameSessionPlacementStateFailed is a GameSessionPlacementState enum value
	GameSessionPlacementStateFailed = "FAILED"
)
View Source
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"
)
View Source
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"
)
View Source
const (
	// IpProtocolTcp is a IpProtocol enum value
	IpProtocolTcp = "TCP"

	// IpProtocolUdp is a IpProtocol enum value
	IpProtocolUdp = "UDP"
)
View Source
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"
)
View Source
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"
)
View Source
const (
	// OperatingSystemWindows2012 is a OperatingSystem enum value
	OperatingSystemWindows2012 = "WINDOWS_2012"

	// OperatingSystemAmazonLinux is a OperatingSystem enum value
	OperatingSystemAmazonLinux = "AMAZON_LINUX"

	// OperatingSystemAmazonLinux2 is a OperatingSystem enum value
	OperatingSystemAmazonLinux2 = "AMAZON_LINUX_2"
)
View Source
const (
	// PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value
	PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL"

	// PlayerSessionCreationPolicyDenyAll is a PlayerSessionCreationPolicy enum value
	PlayerSessionCreationPolicyDenyAll = "DENY_ALL"
)
View Source
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"
)
View Source
const (
	// PolicyTypeRuleBased is a PolicyType enum value
	PolicyTypeRuleBased = "RuleBased"

	// PolicyTypeTargetBased is a PolicyType enum value
	PolicyTypeTargetBased = "TargetBased"
)
View Source
const (
	// PriorityTypeLatency is a PriorityType enum value
	PriorityTypeLatency = "LATENCY"

	// PriorityTypeCost is a PriorityType enum value
	PriorityTypeCost = "COST"

	// PriorityTypeDestination is a PriorityType enum value
	PriorityTypeDestination = "DESTINATION"

	// PriorityTypeLocation is a PriorityType enum value
	PriorityTypeLocation = "LOCATION"
)
View Source
const (
	// ProtectionPolicyNoProtection is a ProtectionPolicy enum value
	ProtectionPolicyNoProtection = "NoProtection"

	// ProtectionPolicyFullProtection is a ProtectionPolicy enum value
	ProtectionPolicyFullProtection = "FullProtection"
)
View Source
const (
	// RoutingStrategyTypeSimple is a RoutingStrategyType enum value
	RoutingStrategyTypeSimple = "SIMPLE"

	// RoutingStrategyTypeTerminal is a RoutingStrategyType enum value
	RoutingStrategyTypeTerminal = "TERMINAL"
)
View Source
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"
)
View Source
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"
)
View Source
const (
	// SortOrderAscending is a SortOrder enum value
	SortOrderAscending = "ASCENDING"

	// SortOrderDescending is a SortOrder enum value
	SortOrderDescending = "DESCENDING"
)
View Source
const (

	// ErrCodeConflictException for service response error code
	// "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.
	ErrCodeConflictException = "ConflictException"

	// ErrCodeFleetCapacityExceededException for service response error code
	// "FleetCapacityExceededException".
	//
	// The specified fleet has no available instances to fulfill a CreateGameSession
	// request. Clients can retry such requests immediately or after a waiting period.
	ErrCodeFleetCapacityExceededException = "FleetCapacityExceededException"

	// ErrCodeGameSessionFullException for service response error code
	// "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.
	ErrCodeGameSessionFullException = "GameSessionFullException"

	// ErrCodeIdempotentParameterMismatchException for service response error code
	// "IdempotentParameterMismatchException".
	//
	// A game session with this custom ID string already exists in this fleet. Resolve
	// this conflict before retrying this request.
	ErrCodeIdempotentParameterMismatchException = "IdempotentParameterMismatchException"

	// ErrCodeInternalServiceException for service response error code
	// "InternalServiceException".
	//
	// The service encountered an unrecoverable internal failure while processing
	// the request. Clients can retry such requests immediately or after a waiting
	// period.
	ErrCodeInternalServiceException = "InternalServiceException"

	// ErrCodeInvalidFleetStatusException for service response error code
	// "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.
	ErrCodeInvalidFleetStatusException = "InvalidFleetStatusException"

	// ErrCodeInvalidGameSessionStatusException for service response error code
	// "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.
	ErrCodeInvalidGameSessionStatusException = "InvalidGameSessionStatusException"

	// ErrCodeInvalidRequestException for service response error code
	// "InvalidRequestException".
	//
	// One or more parameter values in the request are invalid. Correct the invalid
	// parameter values before retrying.
	ErrCodeInvalidRequestException = "InvalidRequestException"

	// ErrCodeLimitExceededException for service response error code
	// "LimitExceededException".
	//
	// The requested operation would cause the resource to exceed the allowed service
	// limit. Resolve the issue before retrying.
	ErrCodeLimitExceededException = "LimitExceededException"

	// ErrCodeNotFoundException for service response error code
	// "NotFoundException".
	//
	// A service resource associated with the request could not be found. Clients
	// should not retry such requests.
	ErrCodeNotFoundException = "NotFoundException"

	// ErrCodeOutOfCapacityException for service response error code
	// "OutOfCapacityException".
	//
	// The specified game server group has no available game servers to fulfill
	// a ClaimGameServer request. Clients can retry such requests immediately or
	// after a waiting period.
	ErrCodeOutOfCapacityException = "OutOfCapacityException"

	// ErrCodeTaggingFailedException for service response error code
	// "TaggingFailedException".
	//
	// The requested tagging operation did not succeed. This may be due to invalid
	// tag format or the maximum tag limit may have been exceeded. Resolve the issue
	// before retrying.
	ErrCodeTaggingFailedException = "TaggingFailedException"

	// ErrCodeTerminalRoutingStrategyException for service response error code
	// "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.
	ErrCodeTerminalRoutingStrategyException = "TerminalRoutingStrategyException"

	// ErrCodeUnauthorizedException for service response error code
	// "UnauthorizedException".
	//
	// The client failed authentication. Clients should not retry such requests.
	ErrCodeUnauthorizedException = "UnauthorizedException"

	// ErrCodeUnsupportedRegionException for service response error code
	// "UnsupportedRegionException".
	//
	// The requested operation is not supported in the Region specified.
	ErrCodeUnsupportedRegionException = "UnsupportedRegionException"
)
View Source
const (
	ServiceName = "gamelift"  // Name of service.
	EndpointsID = ServiceName // ID to lookup a service endpoint with.
	ServiceID   = "GameLift"  // ServiceID is a unique identifier of a specific service.
)

Service information constants

View Source
const (
	// FleetActionAutoScaling is a FleetAction enum value
	FleetActionAutoScaling = "AUTO_SCALING"
)
View Source
const (
	// GameServerClaimStatusClaimed is a GameServerClaimStatus enum value
	GameServerClaimStatusClaimed = "CLAIMED"
)
View Source
const (
	// GameServerGroupActionReplaceInstanceTypes is a GameServerGroupAction enum value
	GameServerGroupActionReplaceInstanceTypes = "REPLACE_INSTANCE_TYPES"
)
View Source
const (
	// GameServerHealthCheckHealthy is a GameServerHealthCheck enum value
	GameServerHealthCheckHealthy = "HEALTHY"
)
View Source
const (
	// GameSessionStatusReasonInterrupted is a GameSessionStatusReason enum value
	GameSessionStatusReasonInterrupted = "INTERRUPTED"
)
View Source
const (
	// LocationUpdateStatusPendingUpdate is a LocationUpdateStatus enum value
	LocationUpdateStatusPendingUpdate = "PENDING_UPDATE"
)

Variables

This section is empty.

Functions

func AcceptanceType_Values

func AcceptanceType_Values() []string

AcceptanceType_Values returns all elements of the AcceptanceType enum

func BackfillMode_Values

func BackfillMode_Values() []string

BackfillMode_Values returns all elements of the BackfillMode enum

func BalancingStrategy_Values

func BalancingStrategy_Values() []string

BalancingStrategy_Values returns all elements of the BalancingStrategy enum

func BuildStatus_Values

func BuildStatus_Values() []string

BuildStatus_Values returns all elements of the BuildStatus enum

func CertificateType_Values

func CertificateType_Values() []string

CertificateType_Values returns all elements of the CertificateType enum

func ComparisonOperatorType_Values

func ComparisonOperatorType_Values() []string

ComparisonOperatorType_Values returns all elements of the ComparisonOperatorType enum

func EC2InstanceType_Values

func EC2InstanceType_Values() []string

EC2InstanceType_Values returns all elements of the EC2InstanceType enum

func EventCode_Values

func EventCode_Values() []string

EventCode_Values returns all elements of the EventCode enum

func FleetAction_Values

func FleetAction_Values() []string

FleetAction_Values returns all elements of the FleetAction enum

func FleetStatus_Values

func FleetStatus_Values() []string

FleetStatus_Values returns all elements of the FleetStatus enum

func FleetType_Values

func FleetType_Values() []string

FleetType_Values returns all elements of the FleetType enum

func FlexMatchMode_Values

func FlexMatchMode_Values() []string

FlexMatchMode_Values returns all elements of the FlexMatchMode enum

func GameServerClaimStatus_Values

func GameServerClaimStatus_Values() []string

GameServerClaimStatus_Values returns all elements of the GameServerClaimStatus enum

func GameServerGroupAction_Values

func GameServerGroupAction_Values() []string

GameServerGroupAction_Values returns all elements of the GameServerGroupAction enum

func GameServerGroupDeleteOption_Values

func GameServerGroupDeleteOption_Values() []string

GameServerGroupDeleteOption_Values returns all elements of the GameServerGroupDeleteOption enum

func GameServerGroupInstanceType_Values

func GameServerGroupInstanceType_Values() []string

GameServerGroupInstanceType_Values returns all elements of the GameServerGroupInstanceType enum

func GameServerGroupStatus_Values

func GameServerGroupStatus_Values() []string

GameServerGroupStatus_Values returns all elements of the GameServerGroupStatus enum

func GameServerHealthCheck_Values

func GameServerHealthCheck_Values() []string

GameServerHealthCheck_Values returns all elements of the GameServerHealthCheck enum

func GameServerInstanceStatus_Values

func GameServerInstanceStatus_Values() []string

GameServerInstanceStatus_Values returns all elements of the GameServerInstanceStatus enum

func GameServerProtectionPolicy_Values

func GameServerProtectionPolicy_Values() []string

GameServerProtectionPolicy_Values returns all elements of the GameServerProtectionPolicy enum

func GameServerUtilizationStatus_Values

func GameServerUtilizationStatus_Values() []string

GameServerUtilizationStatus_Values returns all elements of the GameServerUtilizationStatus enum

func GameSessionPlacementState_Values

func GameSessionPlacementState_Values() []string

GameSessionPlacementState_Values returns all elements of the GameSessionPlacementState enum

func GameSessionStatusReason_Values

func GameSessionStatusReason_Values() []string

GameSessionStatusReason_Values returns all elements of the GameSessionStatusReason enum

func GameSessionStatus_Values

func GameSessionStatus_Values() []string

GameSessionStatus_Values returns all elements of the GameSessionStatus enum

func InstanceStatus_Values

func InstanceStatus_Values() []string

InstanceStatus_Values returns all elements of the InstanceStatus enum

func IpProtocol_Values

func IpProtocol_Values() []string

IpProtocol_Values returns all elements of the IpProtocol enum

func LocationUpdateStatus_Values

func LocationUpdateStatus_Values() []string

LocationUpdateStatus_Values returns all elements of the LocationUpdateStatus enum

func MatchmakingConfigurationStatus_Values

func MatchmakingConfigurationStatus_Values() []string

MatchmakingConfigurationStatus_Values returns all elements of the MatchmakingConfigurationStatus enum

func MetricName_Values

func MetricName_Values() []string

MetricName_Values returns all elements of the MetricName enum

func OperatingSystem_Values

func OperatingSystem_Values() []string

OperatingSystem_Values returns all elements of the OperatingSystem enum

func PlayerSessionCreationPolicy_Values

func PlayerSessionCreationPolicy_Values() []string

PlayerSessionCreationPolicy_Values returns all elements of the PlayerSessionCreationPolicy enum

func PlayerSessionStatus_Values

func PlayerSessionStatus_Values() []string

PlayerSessionStatus_Values returns all elements of the PlayerSessionStatus enum

func PolicyType_Values

func PolicyType_Values() []string

PolicyType_Values returns all elements of the PolicyType enum

func PriorityType_Values

func PriorityType_Values() []string

PriorityType_Values returns all elements of the PriorityType enum

func ProtectionPolicy_Values

func ProtectionPolicy_Values() []string

ProtectionPolicy_Values returns all elements of the ProtectionPolicy enum

func RoutingStrategyType_Values

func RoutingStrategyType_Values() []string

RoutingStrategyType_Values returns all elements of the RoutingStrategyType enum

func ScalingAdjustmentType_Values

func ScalingAdjustmentType_Values() []string

ScalingAdjustmentType_Values returns all elements of the ScalingAdjustmentType enum

func ScalingStatusType_Values

func ScalingStatusType_Values() []string

ScalingStatusType_Values returns all elements of the ScalingStatusType enum

func SortOrder_Values

func SortOrder_Values() []string

SortOrder_Values returns all elements of the SortOrder enum

Types

type AcceptMatchInput

type AcceptMatchInput struct {

	// Player response to the proposed match.
	//
	// AcceptanceType is a required field
	AcceptanceType *string `type:"string" required:"true" enum:"AcceptanceType"`

	// A unique identifier for a player delivering the response. This parameter
	// can include one or multiple player IDs.
	//
	// PlayerIds is a required field
	PlayerIds []*string `type:"list" required:"true"`

	// A unique identifier for a matchmaking ticket. The ticket must be in status
	// REQUIRES_ACCEPTANCE; otherwise this request will fail.
	//
	// TicketId is a required field
	TicketId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (AcceptMatchInput) GoString

func (s AcceptMatchInput) GoString() string

GoString returns the string representation

func (*AcceptMatchInput) SetAcceptanceType

func (s *AcceptMatchInput) SetAcceptanceType(v string) *AcceptMatchInput

SetAcceptanceType sets the AcceptanceType field's value.

func (*AcceptMatchInput) SetPlayerIds

func (s *AcceptMatchInput) SetPlayerIds(v []*string) *AcceptMatchInput

SetPlayerIds sets the PlayerIds field's value.

func (*AcceptMatchInput) SetTicketId

func (s *AcceptMatchInput) SetTicketId(v string) *AcceptMatchInput

SetTicketId sets the TicketId field's value.

func (AcceptMatchInput) String

func (s AcceptMatchInput) String() string

String returns the string representation

func (*AcceptMatchInput) Validate

func (s *AcceptMatchInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type AcceptMatchOutput

type AcceptMatchOutput struct {
	// contains filtered or unexported fields
}

func (AcceptMatchOutput) GoString

func (s AcceptMatchOutput) GoString() string

GoString returns the string representation

func (AcceptMatchOutput) String

func (s AcceptMatchOutput) String() string

String returns the string representation

type Alias

type Alias struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift alias resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	// In a GameLift alias ARN, the resource ID matches the alias ID value.
	AliasArn *string `type:"string"`

	// A unique identifier for the alias. Alias IDs are unique within a Region.
	AliasId *string `type:"string"`

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// A human-readable description of an alias.
	Description *string `type:"string"`

	// The time that this data object was last modified. Format is a number expressed
	// in Unix time as milliseconds (for example "1469498468.057").
	LastUpdatedTime *time.Time `type:"timestamp"`

	// A descriptive label that is associated with an alias. Alias names do not
	// need to be unique.
	Name *string `min:"1" type:"string"`

	// The routing configuration, including routing type and fleet target, for the
	// alias.
	RoutingStrategy *RoutingStrategy `type:"structure"`
	// contains filtered or unexported fields
}

Properties that describe an alias resource.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (Alias) GoString

func (s Alias) GoString() string

GoString returns the string representation

func (*Alias) SetAliasArn

func (s *Alias) SetAliasArn(v string) *Alias

SetAliasArn sets the AliasArn field's value.

func (*Alias) SetAliasId

func (s *Alias) SetAliasId(v string) *Alias

SetAliasId sets the AliasId field's value.

func (*Alias) SetCreationTime

func (s *Alias) SetCreationTime(v time.Time) *Alias

SetCreationTime sets the CreationTime field's value.

func (*Alias) SetDescription

func (s *Alias) SetDescription(v string) *Alias

SetDescription sets the Description field's value.

func (*Alias) SetLastUpdatedTime

func (s *Alias) SetLastUpdatedTime(v time.Time) *Alias

SetLastUpdatedTime sets the LastUpdatedTime field's value.

func (*Alias) SetName

func (s *Alias) SetName(v string) *Alias

SetName sets the Name field's value.

func (*Alias) SetRoutingStrategy

func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias

SetRoutingStrategy sets the RoutingStrategy field's value.

func (Alias) String

func (s Alias) String() string

String returns the string representation

type AttributeValue

type AttributeValue struct {

	// For number values, expressed as double.
	N *float64 `type:"double"`

	// For single string values. Maximum string length is 100 characters.
	S *string `min:"1" type:"string"`

	// For a map of up to 10 data type:value pairs. Maximum length for each string
	// value is 100 characters.
	SDM map[string]*float64 `type:"map"`

	// For a list of up to 10 strings. Maximum length for each string is 100 characters.
	// Duplicate values are not recognized; all occurrences of the repeated value
	// after the first of a repeated value are ignored.
	SL []*string `type:"list"`
	// contains filtered or unexported fields
}

Values for use in Player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.

func (AttributeValue) GoString

func (s AttributeValue) GoString() string

GoString returns the string representation

func (*AttributeValue) SetN

SetN sets the N field's value.

func (*AttributeValue) SetS

func (s *AttributeValue) SetS(v string) *AttributeValue

SetS sets the S field's value.

func (*AttributeValue) SetSDM

func (s *AttributeValue) SetSDM(v map[string]*float64) *AttributeValue

SetSDM sets the SDM field's value.

func (*AttributeValue) SetSL

func (s *AttributeValue) SetSL(v []*string) *AttributeValue

SetSL sets the SL field's value.

func (AttributeValue) String

func (s AttributeValue) String() string

String returns the string representation

func (*AttributeValue) Validate

func (s *AttributeValue) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type AwsCredentials

type AwsCredentials struct {

	// 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"`
	// contains filtered or unexported fields
}

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.

func (AwsCredentials) GoString

func (s AwsCredentials) GoString() string

GoString returns the string representation

func (*AwsCredentials) SetAccessKeyId

func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials

SetAccessKeyId sets the AccessKeyId field's value.

func (*AwsCredentials) SetSecretAccessKey

func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials

SetSecretAccessKey sets the SecretAccessKey field's value.

func (*AwsCredentials) SetSessionToken

func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials

SetSessionToken sets the SessionToken field's value.

func (AwsCredentials) String

func (s AwsCredentials) String() string

String returns the string representation

type Build

type Build struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift build resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	// In a GameLift build ARN, the resource ID matches the BuildId value.
	BuildArn *string `type:"string"`

	// A unique identifier for the build.
	BuildId *string `type:"string"`

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// A descriptive label that is associated with a build. Build names do not need
	// to be unique. It can be set using CreateBuild or UpdateBuild.
	Name *string `type:"string"`

	// Operating system that the game server binaries are built to run on. This
	// value determines the type of fleet resources that you can use for this build.
	OperatingSystem *string `type:"string" enum:"OperatingSystem"`

	// File size of the uploaded game build, expressed in bytes. When the build
	// status is INITIALIZED, this value is 0.
	SizeOnDisk *int64 `min:"1" type:"long"`

	// Current status of the build.
	//
	// Possible build statuses include the following:
	//
	//    * INITIALIZED -- A new build has been defined, but no files have been
	//    uploaded. You cannot create fleets for builds that are in this status.
	//    When a build is successfully created, the build status is set to this
	//    value.
	//
	//    * READY -- The game build has been successfully uploaded. You can now
	//    create new fleets for this build.
	//
	//    * FAILED -- The game build upload failed. You cannot create new fleets
	//    for this build.
	Status *string `type:"string" enum:"BuildStatus"`

	// Version information that is associated with a build or script. Version strings
	// do not need to be unique. This value can be set using CreateBuild or UpdateBuild.
	Version *string `type:"string"`
	// contains filtered or unexported fields
}

Properties describing a custom game build.

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (Build) GoString

func (s Build) GoString() string

GoString returns the string representation

func (*Build) SetBuildArn

func (s *Build) SetBuildArn(v string) *Build

SetBuildArn sets the BuildArn field's value.

func (*Build) SetBuildId

func (s *Build) SetBuildId(v string) *Build

SetBuildId sets the BuildId field's value.

func (*Build) SetCreationTime

func (s *Build) SetCreationTime(v time.Time) *Build

SetCreationTime sets the CreationTime field's value.

func (*Build) SetName

func (s *Build) SetName(v string) *Build

SetName sets the Name field's value.

func (*Build) SetOperatingSystem

func (s *Build) SetOperatingSystem(v string) *Build

SetOperatingSystem sets the OperatingSystem field's value.

func (*Build) SetSizeOnDisk

func (s *Build) SetSizeOnDisk(v int64) *Build

SetSizeOnDisk sets the SizeOnDisk field's value.

func (*Build) SetStatus

func (s *Build) SetStatus(v string) *Build

SetStatus sets the Status field's value.

func (*Build) SetVersion

func (s *Build) SetVersion(v string) *Build

SetVersion sets the Version field's value.

func (Build) String

func (s Build) String() string

String returns the string representation

type CertificateConfiguration

type CertificateConfiguration struct {

	// Indicates whether a TLS/SSL certificate is generated for a fleet.
	//
	// Valid values include:
	//
	//    * GENERATED - Generate a TLS/SSL certificate for this fleet.
	//
	//    * DISABLED - (default) Do not generate a TLS/SSL certificate for this
	//    fleet.
	//
	// CertificateType is a required field
	CertificateType *string `type:"string" required:"true" enum:"CertificateType"`
	// contains filtered or unexported fields
}

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the GameLift Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) operation GetInstanceCertificate.

A fleet's certificate configuration is part of FleetAttributes.

func (CertificateConfiguration) GoString

func (s CertificateConfiguration) GoString() string

GoString returns the string representation

func (*CertificateConfiguration) SetCertificateType

func (s *CertificateConfiguration) SetCertificateType(v string) *CertificateConfiguration

SetCertificateType sets the CertificateType field's value.

func (CertificateConfiguration) String

func (s CertificateConfiguration) String() string

String returns the string representation

func (*CertificateConfiguration) Validate

func (s *CertificateConfiguration) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ClaimGameServerInput

type ClaimGameServerInput struct {

	// A set of custom game server properties, formatted as a single string value.
	// This data is passed to a game client or service when it requests information
	// on game servers using ListGameServers or ClaimGameServer.
	GameServerData *string `min:"1" type:"string"`

	// A unique identifier for the game server group where the game server is running.
	// Use either the GameServerGroup name or ARN value. If you are not specifying
	// a game server to claim, this value identifies where you want GameLift FleetIQ
	// to look for an available game server to claim.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// A custom string that uniquely identifies the game server to claim. If this
	// parameter is left empty, GameLift FleetIQ searches for an available game
	// server in the specified game server group.
	GameServerId *string `min:"3" type:"string"`
	// contains filtered or unexported fields
}

func (ClaimGameServerInput) GoString

func (s ClaimGameServerInput) GoString() string

GoString returns the string representation

func (*ClaimGameServerInput) SetGameServerData

func (s *ClaimGameServerInput) SetGameServerData(v string) *ClaimGameServerInput

SetGameServerData sets the GameServerData field's value.

func (*ClaimGameServerInput) SetGameServerGroupName

func (s *ClaimGameServerInput) SetGameServerGroupName(v string) *ClaimGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*ClaimGameServerInput) SetGameServerId

func (s *ClaimGameServerInput) SetGameServerId(v string) *ClaimGameServerInput

SetGameServerId sets the GameServerId field's value.

func (ClaimGameServerInput) String

func (s ClaimGameServerInput) String() string

String returns the string representation

func (*ClaimGameServerInput) Validate

func (s *ClaimGameServerInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ClaimGameServerOutput

type ClaimGameServerOutput struct {

	// Object that describes the newly claimed game server.
	GameServer *GameServer `type:"structure"`
	// contains filtered or unexported fields
}

func (ClaimGameServerOutput) GoString

func (s ClaimGameServerOutput) GoString() string

GoString returns the string representation

func (*ClaimGameServerOutput) SetGameServer

SetGameServer sets the GameServer field's value.

func (ClaimGameServerOutput) String

func (s ClaimGameServerOutput) String() string

String returns the string representation

type ConflictException

type ConflictException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

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.

func (*ConflictException) Code

func (s *ConflictException) Code() string

Code returns the exception type name.

func (*ConflictException) Error

func (s *ConflictException) Error() string

func (ConflictException) GoString

func (s ConflictException) GoString() string

GoString returns the string representation

func (*ConflictException) Message

func (s *ConflictException) Message() string

Message returns the exception's message.

func (*ConflictException) OrigErr

func (s *ConflictException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*ConflictException) RequestID

func (s *ConflictException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*ConflictException) StatusCode

func (s *ConflictException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (ConflictException) String

func (s ConflictException) String() string

String returns the string representation

type CreateAliasInput

type CreateAliasInput struct {

	// A human-readable description of the alias.
	Description *string `min:"1" type:"string"`

	// A descriptive label that is associated with an alias. Alias names do not
	// need to be unique.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`

	// The routing configuration, including routing type and fleet target, for the
	// alias.
	//
	// RoutingStrategy is a required field
	RoutingStrategy *RoutingStrategy `type:"structure" required:"true"`

	// A list of labels to assign to the new alias resource. Tags are developer-defined
	// key-value pairs. Tagging AWS resources are useful for resource management,
	// access management and cost allocation. For more information, see Tagging
	// AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
	// in the AWS General Reference. Once the resource is created, you can use TagResource,
	// UntagResource, and ListTagsForResource to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*Tag `type:"list"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateAliasInput) GoString

func (s CreateAliasInput) GoString() string

GoString returns the string representation

func (*CreateAliasInput) SetDescription

func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput

SetDescription sets the Description field's value.

func (*CreateAliasInput) SetName

func (s *CreateAliasInput) SetName(v string) *CreateAliasInput

SetName sets the Name field's value.

func (*CreateAliasInput) SetRoutingStrategy

func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput

SetRoutingStrategy sets the RoutingStrategy field's value.

func (*CreateAliasInput) SetTags

func (s *CreateAliasInput) SetTags(v []*Tag) *CreateAliasInput

SetTags sets the Tags field's value.

func (CreateAliasInput) String

func (s CreateAliasInput) String() string

String returns the string representation

func (*CreateAliasInput) Validate

func (s *CreateAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateAliasOutput

type CreateAliasOutput struct {

	// The newly created alias resource.
	Alias *Alias `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreateAliasOutput) GoString

func (s CreateAliasOutput) GoString() string

GoString returns the string representation

func (*CreateAliasOutput) SetAlias

func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput

SetAlias sets the Alias field's value.

func (CreateAliasOutput) String

func (s CreateAliasOutput) String() string

String returns the string representation

type CreateBuildInput

type CreateBuildInput struct {

	// A descriptive label that is associated with a build. Build names do not need
	// to be unique. You can use UpdateBuild to change this value later.
	Name *string `min:"1" type:"string"`

	// The operating system that the game server binaries are built to run on. This
	// value determines the type of fleet resources that you can use for this build.
	// If your game build contains multiple executables, they all must run on the
	// same operating system. If an operating system is not specified when creating
	// a build, Amazon GameLift uses the default value (WINDOWS_2012). This value
	// cannot be changed later.
	OperatingSystem *string `type:"string" enum:"OperatingSystem"`

	// Information indicating where your game build files are stored. Use this parameter
	// only when creating a build with files stored in an Amazon S3 bucket that
	// you own. The storage location must specify an Amazon S3 bucket name and key.
	// The location must also specify a role ARN that you set up to allow Amazon
	// GameLift to access your Amazon S3 bucket. The S3 bucket and your new build
	// must be in the same Region.
	StorageLocation *S3Location `type:"structure"`

	// A list of labels to assign to the new build resource. Tags are developer-defined
	// key-value pairs. Tagging AWS resources are useful for resource management,
	// access management and cost allocation. For more information, see Tagging
	// AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
	// in the AWS General Reference. Once the resource is created, you can use TagResource,
	// UntagResource, and ListTagsForResource to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*Tag `type:"list"`

	// Version information that is associated with a build or script. Version strings
	// do not need to be unique. You can use UpdateBuild to change this value later.
	Version *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateBuildInput) GoString

func (s CreateBuildInput) GoString() string

GoString returns the string representation

func (*CreateBuildInput) SetName

func (s *CreateBuildInput) SetName(v string) *CreateBuildInput

SetName sets the Name field's value.

func (*CreateBuildInput) SetOperatingSystem

func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput

SetOperatingSystem sets the OperatingSystem field's value.

func (*CreateBuildInput) SetStorageLocation

func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput

SetStorageLocation sets the StorageLocation field's value.

func (*CreateBuildInput) SetTags

func (s *CreateBuildInput) SetTags(v []*Tag) *CreateBuildInput

SetTags sets the Tags field's value.

func (*CreateBuildInput) SetVersion

func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput

SetVersion sets the Version field's value.

func (CreateBuildInput) String

func (s CreateBuildInput) String() string

String returns the string representation

func (*CreateBuildInput) Validate

func (s *CreateBuildInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateBuildOutput

type CreateBuildOutput struct {

	// The newly created build resource, including a unique build IDs and status.
	Build *Build `type:"structure"`

	// Amazon S3 location for your game build file, including bucket name and key.
	StorageLocation *S3Location `type:"structure"`

	// This element is returned only when the operation is called without a storage
	// location. It contains credentials to use when you are uploading a build file
	// to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have
	// a limited life span. To refresh these credentials, call RequestUploadCredentials.
	UploadCredentials *AwsCredentials `type:"structure" sensitive:"true"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreateBuildOutput) GoString

func (s CreateBuildOutput) GoString() string

GoString returns the string representation

func (*CreateBuildOutput) SetBuild

func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput

SetBuild sets the Build field's value.

func (*CreateBuildOutput) SetStorageLocation

func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput

SetStorageLocation sets the StorageLocation field's value.

func (*CreateBuildOutput) SetUploadCredentials

func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput

SetUploadCredentials sets the UploadCredentials field's value.

func (CreateBuildOutput) String

func (s CreateBuildOutput) String() string

String returns the string representation

type CreateFleetInput

type CreateFleetInput struct {

	// The unique identifier for a custom game server build to be deployed on fleet
	// instances. You can use either the build ID or ARN. The build must be uploaded
	// to GameLift and in READY status. This fleet property cannot be changed later.
	BuildId *string `type:"string"`

	// Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates
	// are used for encrypting traffic between game clients and the game servers
	// that are running on GameLift. By default, the CertificateConfiguration is
	// set to DISABLED. Learn more at Securing Client/Server Communication (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security).
	// This property cannot be changed after the fleet is created.
	//
	// Note: This feature requires the AWS Certificate Manager (ACM) service, which
	// is not available in all AWS regions. When working in a region that does not
	// support this feature, a fleet creation request with certificate generation
	// fails with a 4xx error.
	CertificateConfiguration *CertificateConfiguration `type:"structure"`

	// A human-readable description of the fleet.
	Description *string `min:"1" type:"string"`

	// The allowed IP address ranges and port settings that allow inbound traffic
	// to access game sessions on this fleet. If the fleet is hosting a custom game
	// build, this property must be set before players can connect to game sessions.
	// For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.
	EC2InboundPermissions []*IpPermission `type:"list"`

	// The GameLift-supported EC2 instance type to use for all fleet instances.
	// Instance type determines the computing resources that will be used to host
	// your game servers, including CPU, memory, storage, and networking capacity.
	// See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/)
	// for detailed descriptions of EC2 instance types.
	//
	// EC2InstanceType is a required field
	EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"`

	// Indicates whether to use On-Demand or Spot instances for this fleet. By default,
	// this property is set to ON_DEMAND. Learn more about when to use On-Demand
	// versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot).
	// This property cannot be changed after the fleet is created.
	FleetType *string `type:"string" enum:"FleetType"`

	// A unique identifier for an AWS IAM role that manages access to your AWS services.
	// With an instance role ARN set, any application that runs on an instance in
	// this fleet can assume the role, including install scripts, server processes,
	// and daemons (background processes). Create a role or look up a role's ARN
	// by using the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS
	// Management Console. Learn more about using on-box credentials for your game
	// servers at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html).
	// This property cannot be changed after the fleet is created.
	InstanceRoleArn *string `min:"1" type:"string"`

	// A set of remote locations to deploy additional instances to and manage as
	// part of the fleet. This parameter can only be used when creating fleets in
	// AWS Regions that support multiple locations. You can add any GameLift-supported
	// AWS Region as a remote location, in the form of an AWS Region code such as
	// us-west-2. To create a fleet with instances in the home Region only, omit
	// this parameter.
	Locations []*LocationConfiguration `min:"1" type:"list"`

	// This parameter is no longer used. To specify where GameLift should store
	// log files once a server process shuts down, use the GameLift server API ProcessReady()
	// and specify one or more directory paths in logParameters. See more information
	// in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process).
	LogPaths []*string `type:"list"`

	// The name of an AWS CloudWatch metric group to add this fleet to. A metric
	// group is used to aggregate the metrics for multiple fleets. You can specify
	// an existing metric group name or set a new name to create a new metric group.
	// A fleet can be included in only one metric group at a time.
	MetricGroups []*string `type:"list"`

	// A descriptive label that is associated with a fleet. Fleet names do not need
	// to be unique.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`

	// The status of termination protection for active game sessions on the fleet.
	// By default, this property is set to NoProtection. You can also set game session
	// protection for an individual game session by calling UpdateGameSession.
	//
	//    * NoProtection - Game sessions can be terminated during active gameplay
	//    as a result of a scale-down event.
	//
	//    * FullProtection - Game sessions in ACTIVE status cannot be terminated
	//    during a scale-down event.
	NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`

	// Used when peering your GameLift fleet with a VPC, the unique identifier for
	// the AWS account that owns the VPC. You can find your account ID in the AWS
	// Management Console under account settings.
	PeerVpcAwsAccountId *string `min:"1" type:"string"`

	// A unique identifier for a VPC with resources to be accessed by your GameLift
	// fleet. The VPC must be in the same Region as your fleet. To look up a VPC
	// ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
	// Management Console. Learn more about VPC peering in VPC Peering with GameLift
	// Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
	PeerVpcId *string `min:"1" type:"string"`

	// A policy that limits the number of game sessions that an individual player
	// can create on instances in this fleet within a specified span of time.
	ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`

	// Instructions for how to launch and maintain server processes on instances
	// in the fleet. The runtime configuration defines one or more server process
	// configurations, each identifying a build executable or Realtime script file
	// and the number of processes of that type to run concurrently.
	//
	// The RuntimeConfiguration parameter is required unless the fleet is being
	// configured using the older parameters ServerLaunchPath and ServerLaunchParameters,
	// which are still supported for backward compatibility.
	RuntimeConfiguration *RuntimeConfiguration `type:"structure"`

	// The unique identifier for a Realtime configuration script to be deployed
	// on fleet instances. You can use either the script ID or ARN. Scripts must
	// be uploaded to GameLift prior to creating the fleet. This fleet property
	// cannot be changed later.
	ScriptId *string `type:"string"`

	// This parameter is no longer used. Specify server launch parameters using
	// the RuntimeConfiguration parameter. Requests that use this parameter instead
	// continue to be valid.
	ServerLaunchParameters *string `min:"1" type:"string"`

	// This parameter is no longer used. Specify a server launch path using the
	// RuntimeConfiguration parameter. Requests that use this parameter instead
	// continue to be valid.
	ServerLaunchPath *string `min:"1" type:"string"`

	// A list of labels to assign to the new fleet resource. Tags are developer-defined
	// key-value pairs. Tagging AWS resources are useful for resource management,
	// access management and cost allocation. For more information, see Tagging
	// AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
	// in the AWS General Reference. Once the fleet is created, you can use TagResource,
	// UntagResource, and ListTagsForResource to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*Tag `type:"list"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateFleetInput) GoString

func (s CreateFleetInput) GoString() string

GoString returns the string representation

func (*CreateFleetInput) SetBuildId

func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput

SetBuildId sets the BuildId field's value.

func (*CreateFleetInput) SetCertificateConfiguration

func (s *CreateFleetInput) SetCertificateConfiguration(v *CertificateConfiguration) *CreateFleetInput

SetCertificateConfiguration sets the CertificateConfiguration field's value.

func (*CreateFleetInput) SetDescription

func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput

SetDescription sets the Description field's value.

func (*CreateFleetInput) SetEC2InboundPermissions

func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput

SetEC2InboundPermissions sets the EC2InboundPermissions field's value.

func (*CreateFleetInput) SetEC2InstanceType

func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput

SetEC2InstanceType sets the EC2InstanceType field's value.

func (*CreateFleetInput) SetFleetType

func (s *CreateFleetInput) SetFleetType(v string) *CreateFleetInput

SetFleetType sets the FleetType field's value.

func (*CreateFleetInput) SetInstanceRoleArn

func (s *CreateFleetInput) SetInstanceRoleArn(v string) *CreateFleetInput

SetInstanceRoleArn sets the InstanceRoleArn field's value.

func (*CreateFleetInput) SetLocations

SetLocations sets the Locations field's value.

func (*CreateFleetInput) SetLogPaths

func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput

SetLogPaths sets the LogPaths field's value.

func (*CreateFleetInput) SetMetricGroups

func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput

SetMetricGroups sets the MetricGroups field's value.

func (*CreateFleetInput) SetName

func (s *CreateFleetInput) SetName(v string) *CreateFleetInput

SetName sets the Name field's value.

func (*CreateFleetInput) SetNewGameSessionProtectionPolicy

func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput

SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.

func (*CreateFleetInput) SetPeerVpcAwsAccountId

func (s *CreateFleetInput) SetPeerVpcAwsAccountId(v string) *CreateFleetInput

SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.

func (*CreateFleetInput) SetPeerVpcId

func (s *CreateFleetInput) SetPeerVpcId(v string) *CreateFleetInput

SetPeerVpcId sets the PeerVpcId field's value.

func (*CreateFleetInput) SetResourceCreationLimitPolicy

func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput

SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.

func (*CreateFleetInput) SetRuntimeConfiguration

func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (*CreateFleetInput) SetScriptId

func (s *CreateFleetInput) SetScriptId(v string) *CreateFleetInput

SetScriptId sets the ScriptId field's value.

func (*CreateFleetInput) SetServerLaunchParameters

func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput

SetServerLaunchParameters sets the ServerLaunchParameters field's value.

func (*CreateFleetInput) SetServerLaunchPath

func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput

SetServerLaunchPath sets the ServerLaunchPath field's value.

func (*CreateFleetInput) SetTags

func (s *CreateFleetInput) SetTags(v []*Tag) *CreateFleetInput

SetTags sets the Tags field's value.

func (CreateFleetInput) String

func (s CreateFleetInput) String() string

String returns the string representation

func (*CreateFleetInput) Validate

func (s *CreateFleetInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateFleetLocationsInput

type CreateFleetLocationsInput struct {

	// A unique identifier for the fleet to add locations to. You can use either
	// the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// A list of locations to deploy additional instances to and manage as part
	// of the fleet. You can add any GameLift-supported AWS Region as a remote location,
	// in the form of an AWS Region code such as us-west-2.
	//
	// Locations is a required field
	Locations []*LocationConfiguration `min:"1" type:"list" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateFleetLocationsInput) GoString

func (s CreateFleetLocationsInput) GoString() string

GoString returns the string representation

func (*CreateFleetLocationsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*CreateFleetLocationsInput) SetLocations

SetLocations sets the Locations field's value.

func (CreateFleetLocationsInput) String

func (s CreateFleetLocationsInput) String() string

String returns the string representation

func (*CreateFleetLocationsInput) Validate

func (s *CreateFleetLocationsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateFleetLocationsOutput

type CreateFleetLocationsOutput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet that was updated with new locations.
	FleetId *string `type:"string"`

	// The remote locations that are being added to the fleet, and the life-cycle
	// status of each location. For new locations, the status is set to NEW. During
	// location creation, GameLift updates each location's status as instances are
	// deployed there and prepared for game hosting. This list does not include
	// the fleet home Region or any remote locations that were already added to
	// the fleet.
	LocationStates []*LocationState `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreateFleetLocationsOutput) GoString

func (s CreateFleetLocationsOutput) GoString() string

GoString returns the string representation

func (*CreateFleetLocationsOutput) SetFleetArn

SetFleetArn sets the FleetArn field's value.

func (*CreateFleetLocationsOutput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*CreateFleetLocationsOutput) SetLocationStates

SetLocationStates sets the LocationStates field's value.

func (CreateFleetLocationsOutput) String

String returns the string representation

type CreateFleetOutput

type CreateFleetOutput struct {

	// The properties for the new fleet, including the current status. All fleets
	// are placed in NEW status on creation.
	FleetAttributes *FleetAttributes `type:"structure"`

	// The fleet's locations and life-cycle status of each location. For new fleets,
	// the status of all locations is set to NEW. During fleet creation, GameLift
	// updates each location status as instances are deployed there and prepared
	// for game hosting. This list includes an entry for the fleet's home Region.
	// For fleets with no remote locations, only one entry, representing the home
	// Region, is returned.
	LocationStates []*LocationState `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreateFleetOutput) GoString

func (s CreateFleetOutput) GoString() string

GoString returns the string representation

func (*CreateFleetOutput) SetFleetAttributes

func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetOutput

SetFleetAttributes sets the FleetAttributes field's value.

func (*CreateFleetOutput) SetLocationStates

func (s *CreateFleetOutput) SetLocationStates(v []*LocationState) *CreateFleetOutput

SetLocationStates sets the LocationStates field's value.

func (CreateFleetOutput) String

func (s CreateFleetOutput) String() string

String returns the string representation

type CreateGameServerGroupInput

type CreateGameServerGroupInput struct {

	// Configuration settings to define a scaling policy for the Auto Scaling group
	// that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers"
	// to maintain a buffer of idle game servers that can immediately accommodate
	// new games and players. After the Auto Scaling group is created, update this
	// value directly in the Auto Scaling group using the AWS console or APIs.
	AutoScalingPolicy *GameServerGroupAutoScalingPolicy `type:"structure"`

	// Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand
	// Instances in the game server group. Method options include the following:
	//
	//    * SPOT_ONLY - Only Spot Instances are used in the game server group. If
	//    Spot Instances are unavailable or not viable for game hosting, the game
	//    server group provides no hosting capacity until Spot Instances can again
	//    be used. Until then, no new instances are started, and the existing nonviable
	//    Spot Instances are terminated (after current gameplay ends) and are not
	//    replaced.
	//
	//    * SPOT_PREFERRED - (default value) Spot Instances are used whenever available
	//    in the game server group. If Spot Instances are unavailable, the game
	//    server group continues to provide hosting capacity by falling back to
	//    On-Demand Instances. Existing nonviable Spot Instances are terminated
	//    (after current gameplay ends) and are replaced with new On-Demand Instances.
	//
	//    * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server
	//    group. No Spot Instances are used, even when available, while this balancing
	//    strategy is in force.
	BalancingStrategy *string `type:"string" enum:"BalancingStrategy"`

	// An identifier for the new game server group. This value is used to generate
	// unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
	// game server group. The name must be unique per Region per AWS account.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// A flag that indicates whether instances in the game server group are protected
	// from early termination. Unprotected instances that have active game servers
	// running might be terminated during a scale-down event, causing players to
	// be dropped from the game. Protected instances cannot be terminated while
	// there are active game servers running except in the event of a forced game
	// server group deletion (see ). An exception to this is with Spot Instances,
	// which can be terminated by AWS regardless of protection status. This property
	// is set to NO_PROTECTION by default.
	GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"`

	// The EC2 instance types and sizes to use in the Auto Scaling group. The instance
	// definitions must specify at least two different instance types that are supported
	// by GameLift FleetIQ. For more information on instance types, see EC2 Instance
	// Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html)
	// in the Amazon EC2 User Guide. You can optionally specify capacity weighting
	// for each instance type. If no weight value is specified for an instance type,
	// it is set to the default value "1". For more information about capacity weighting,
	// see Instance Weighting for Amazon EC2 Auto Scaling (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html)
	// in the Amazon EC2 Auto Scaling User Guide.
	//
	// InstanceDefinitions is a required field
	InstanceDefinitions []*InstanceDefinition `min:"2" type:"list" required:"true"`

	// The EC2 launch template that contains configuration settings and game server
	// code to be deployed to all instances in the game server group. You can specify
	// the template using either the template name or ID. For help with creating
	// a launch template, see Creating a Launch Template for an Auto Scaling Group
	// (https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html)
	// in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is
	// created, update this value directly in the Auto Scaling group using the AWS
	// console or APIs.
	//
	// If you specify network interfaces in your launch template, you must explicitly
	// set the property AssociatePublicIpAddress to "true". If no network interface
	// is specified in the launch template, GameLift FleetIQ uses your account's
	// default VPC.
	//
	// LaunchTemplate is a required field
	LaunchTemplate *LaunchTemplateSpecification `type:"structure" required:"true"`

	// The maximum number of instances allowed in the EC2 Auto Scaling group. During
	// automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group
	// above this maximum. After the Auto Scaling group is created, update this
	// value directly in the Auto Scaling group using the AWS console or APIs.
	//
	// MaxSize is a required field
	MaxSize *int64 `min:"1" type:"integer" required:"true"`

	// The minimum number of instances allowed in the EC2 Auto Scaling group. During
	// automatic scaling events, GameLift FleetIQ and EC2 do not scale down the
	// group below this minimum. In production, this value should be set to at least
	// 1. After the Auto Scaling group is created, update this value directly in
	// the Auto Scaling group using the AWS console or APIs.
	//
	// MinSize is a required field
	MinSize *int64 `type:"integer" required:"true"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
	// groups.
	//
	// RoleArn is a required field
	RoleArn *string `min:"1" type:"string" required:"true"`

	// A list of labels to assign to the new game server group resource. Tags are
	// developer-defined key-value pairs. Tagging AWS resources is useful for resource
	// management, access management, and cost allocation. For more information,
	// see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
	// in the AWS General Reference. Once the resource is created, you can use TagResource,
	// UntagResource, and ListTagsForResource to add, remove, and view tags, respectively.
	// The maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*Tag `type:"list"`

	// A list of virtual private cloud (VPC) subnets to use with instances in the
	// game server group. By default, all GameLift FleetIQ-supported Availability
	// Zones are used. You can use this parameter to specify VPCs that you've set
	// up. This property cannot be updated after the game server group is created,
	// and the corresponding Auto Scaling group will always use the property value
	// that is set with this request, even if the Auto Scaling group is updated
	// directly.
	VpcSubnets []*string `min:"1" type:"list"`
	// contains filtered or unexported fields
}

func (CreateGameServerGroupInput) GoString

func (s CreateGameServerGroupInput) GoString() string

GoString returns the string representation

func (*CreateGameServerGroupInput) SetAutoScalingPolicy

SetAutoScalingPolicy sets the AutoScalingPolicy field's value.

func (*CreateGameServerGroupInput) SetBalancingStrategy

func (s *CreateGameServerGroupInput) SetBalancingStrategy(v string) *CreateGameServerGroupInput

SetBalancingStrategy sets the BalancingStrategy field's value.

func (*CreateGameServerGroupInput) SetGameServerGroupName

func (s *CreateGameServerGroupInput) SetGameServerGroupName(v string) *CreateGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*CreateGameServerGroupInput) SetGameServerProtectionPolicy

func (s *CreateGameServerGroupInput) SetGameServerProtectionPolicy(v string) *CreateGameServerGroupInput

SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value.

func (*CreateGameServerGroupInput) SetInstanceDefinitions

SetInstanceDefinitions sets the InstanceDefinitions field's value.

func (*CreateGameServerGroupInput) SetLaunchTemplate

SetLaunchTemplate sets the LaunchTemplate field's value.

func (*CreateGameServerGroupInput) SetMaxSize

SetMaxSize sets the MaxSize field's value.

func (*CreateGameServerGroupInput) SetMinSize

SetMinSize sets the MinSize field's value.

func (*CreateGameServerGroupInput) SetRoleArn

SetRoleArn sets the RoleArn field's value.

func (*CreateGameServerGroupInput) SetTags

SetTags sets the Tags field's value.

func (*CreateGameServerGroupInput) SetVpcSubnets

SetVpcSubnets sets the VpcSubnets field's value.

func (CreateGameServerGroupInput) String

String returns the string representation

func (*CreateGameServerGroupInput) Validate

func (s *CreateGameServerGroupInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateGameServerGroupOutput

type CreateGameServerGroupOutput struct {

	// The newly created game server group object, including the new ARN value for
	// the GameLift FleetIQ game server group and the object's status. The EC2 Auto
	// Scaling group ARN is initially null, since the group has not yet been created.
	// This value is added once the game server group status reaches ACTIVE.
	GameServerGroup *GameServerGroup `type:"structure"`
	// contains filtered or unexported fields
}

func (CreateGameServerGroupOutput) GoString

func (s CreateGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*CreateGameServerGroupOutput) SetGameServerGroup

SetGameServerGroup sets the GameServerGroup field's value.

func (CreateGameServerGroupOutput) String

String returns the string representation

type CreateGameSessionInput

type CreateGameSessionInput struct {

	// A unique identifier for the alias associated with the fleet to create a game
	// session in. You can use either the alias ID or ARN value. Each request must
	// reference either a fleet ID or alias ID, but not both.
	AliasId *string `type:"string"`

	// A unique identifier for a player or entity creating the game session. This
	// parameter is required when requesting a new game session on a fleet with
	// a resource creation limit policy. This type of policy limits the number of
	// concurrent active game sessions that one player can create within a certain
	// time span. GameLift uses the CreatorId to evaluate the new request against
	// the policy.
	CreatorId *string `min:"1" type:"string"`

	// A unique identifier for the fleet to create a game session in. You can use
	// either the fleet ID or ARN value. Each request must reference either a fleet
	// ID or alias ID, but not both.
	FleetId *string `type:"string"`

	// A set of custom properties for a game session, formatted as key:value pairs.
	// These properties are passed to a game server process in the GameSession object
	// with a request to start a new game session.
	GameProperties []*GameProperty `type:"list"`

	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession object with
	// a request to start a new game session.
	GameSessionData *string `min:"1" type:"string"`

	// This parameter is no longer preferred. Please use IdempotencyToken instead.
	// Custom string that uniquely identifies a request for a new game session.
	// Maximum token length is 48 characters. If provided, this string is included
	// in the new game session's ID.
	GameSessionId *string `min:"1" type:"string"`

	// Custom string that uniquely identifies the new game session request. This
	// is useful for ensuring that game session requests with the same idempotency
	// token are processed only once. Subsequent requests with the same string return
	// the original GameSession object, with an updated status. Maximum token length
	// is 48 characters. If provided, this string is included in the new game session's
	// ID. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet
	// ID>/<custom ID string or idempotency token>. Idempotency tokens remain in
	// use for 30 days after a game session has ended; game session objects are
	// retained for this time period and then deleted.
	IdempotencyToken *string `min:"1" type:"string"`

	// A fleet's remote location to place the new game session in. If this parameter
	// is not set, the new game session is placed in the fleet's home Region. Specify
	// a remote location with an AWS Region code such as us-west-2.
	Location *string `min:"1" type:"string"`

	// The maximum number of players that can be connected simultaneously to the
	// game session.
	//
	// MaximumPlayerSessionCount is a required field
	MaximumPlayerSessionCount *int64 `type:"integer" required:"true"`

	// A descriptive label that is associated with a game session. Session names
	// do not need to be unique.
	Name *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateGameSessionInput) GoString

func (s CreateGameSessionInput) GoString() string

GoString returns the string representation

func (*CreateGameSessionInput) SetAliasId

SetAliasId sets the AliasId field's value.

func (*CreateGameSessionInput) SetCreatorId

SetCreatorId sets the CreatorId field's value.

func (*CreateGameSessionInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*CreateGameSessionInput) SetGameProperties

func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput

SetGameProperties sets the GameProperties field's value.

func (*CreateGameSessionInput) SetGameSessionData

func (s *CreateGameSessionInput) SetGameSessionData(v string) *CreateGameSessionInput

SetGameSessionData sets the GameSessionData field's value.

func (*CreateGameSessionInput) SetGameSessionId

func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput

SetGameSessionId sets the GameSessionId field's value.

func (*CreateGameSessionInput) SetIdempotencyToken

func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput

SetIdempotencyToken sets the IdempotencyToken field's value.

func (*CreateGameSessionInput) SetLocation

SetLocation sets the Location field's value.

func (*CreateGameSessionInput) SetMaximumPlayerSessionCount

func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*CreateGameSessionInput) SetName

SetName sets the Name field's value.

func (CreateGameSessionInput) String

func (s CreateGameSessionInput) String() string

String returns the string representation

func (*CreateGameSessionInput) Validate

func (s *CreateGameSessionInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateGameSessionOutput

type CreateGameSessionOutput struct {

	// Object that describes the newly created game session record.
	GameSession *GameSession `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreateGameSessionOutput) GoString

func (s CreateGameSessionOutput) GoString() string

GoString returns the string representation

func (*CreateGameSessionOutput) SetGameSession

SetGameSession sets the GameSession field's value.

func (CreateGameSessionOutput) String

func (s CreateGameSessionOutput) String() string

String returns the string representation

type CreateGameSessionQueueInput

type CreateGameSessionQueueInput struct {

	// Information to be added to all events that are related to this game session
	// queue.
	CustomEventData *string `type:"string"`

	// A list of fleets and/or fleet aliases that can be used to fulfill game session
	// placement requests in the queue. Destinations are identified by either a
	// fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
	Destinations []*GameSessionQueueDestination `type:"list"`

	// A list of locations where a queue is allowed to place new game sessions.
	// Locations are specified in the form of AWS Region codes, such as us-west-2.
	// If this parameter is not set, game sessions can be placed in any queue location.
	FilterConfiguration *FilterConfiguration `type:"structure"`

	// A descriptive label that is associated with game session queue. Queue names
	// must be unique within each Region.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`

	// An SNS topic ARN that is set up to receive game session placement notifications.
	// See Setting up notifications for game session placement (https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html).
	NotificationTarget *string `type:"string"`

	// A set of policies that act as a sliding cap on player latency. FleetIQ works
	// to deliver low latency for most players in a game session. These policies
	// ensure that no individual player can be placed into a game with unreasonably
	// high latency. Use multiple policies to gradually relax latency requirements
	// a step at a time. Multiple policies are applied based on their maximum allowed
	// latency, starting with the lowest value.
	PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`

	// Custom settings to use when prioritizing destinations and locations for game
	// session placements. This configuration replaces the FleetIQ default prioritization
	// process. Priority types that are not explicitly named will be automatically
	// applied at the end of the prioritization process.
	PriorityConfiguration *PriorityConfiguration `type:"structure"`

	// A list of labels to assign to the new game session queue resource. Tags are
	// developer-defined key-value pairs. Tagging AWS resources are useful for resource
	// management, access management and cost allocation. For more information,
	// see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
	// in the AWS General Reference. Once the resource is created, you can use TagResource,
	// UntagResource, and ListTagsForResource to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*Tag `type:"list"`

	// The maximum time, in seconds, that a new game session placement request remains
	// in the queue. When a request exceeds this time, the game session placement
	// changes to a TIMED_OUT status.
	TimeoutInSeconds *int64 `type:"integer"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateGameSessionQueueInput) GoString

func (s CreateGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*CreateGameSessionQueueInput) SetCustomEventData

SetCustomEventData sets the CustomEventData field's value.

func (*CreateGameSessionQueueInput) SetDestinations

SetDestinations sets the Destinations field's value.

func (*CreateGameSessionQueueInput) SetFilterConfiguration

SetFilterConfiguration sets the FilterConfiguration field's value.

func (*CreateGameSessionQueueInput) SetName

SetName sets the Name field's value.

func (*CreateGameSessionQueueInput) SetNotificationTarget

func (s *CreateGameSessionQueueInput) SetNotificationTarget(v string) *CreateGameSessionQueueInput

SetNotificationTarget sets the NotificationTarget field's value.

func (*CreateGameSessionQueueInput) SetPlayerLatencyPolicies

SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.

func (*CreateGameSessionQueueInput) SetPriorityConfiguration

SetPriorityConfiguration sets the PriorityConfiguration field's value.

func (*CreateGameSessionQueueInput) SetTags

SetTags sets the Tags field's value.

func (*CreateGameSessionQueueInput) SetTimeoutInSeconds

SetTimeoutInSeconds sets the TimeoutInSeconds field's value.

func (CreateGameSessionQueueInput) String

String returns the string representation

func (*CreateGameSessionQueueInput) Validate

func (s *CreateGameSessionQueueInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateGameSessionQueueOutput

type CreateGameSessionQueueOutput struct {

	// An object that describes the newly created game session queue.
	GameSessionQueue *GameSessionQueue `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreateGameSessionQueueOutput) GoString

func (s CreateGameSessionQueueOutput) GoString() string

GoString returns the string representation

func (*CreateGameSessionQueueOutput) SetGameSessionQueue

SetGameSessionQueue sets the GameSessionQueue field's value.

func (CreateGameSessionQueueOutput) String

String returns the string representation

type CreateMatchmakingConfigurationInput

type CreateMatchmakingConfigurationInput struct {

	// A flag that determines whether a match that was created with this configuration
	// must be accepted by the matched players. To require acceptance, set to TRUE.
	// With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
	// to indicate when a completed potential match is waiting for player acceptance.
	//
	// AcceptanceRequired is a required field
	AcceptanceRequired *bool `type:"boolean" required:"true"`

	// The length of time (in seconds) to wait for players to accept a proposed
	// match, if acceptance is required.
	AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"`

	// The number of player slots in a match to keep open for future players. For
	// example, if the configuration's rule set specifies a match for a single 12-person
	// team, and the additional player count is set to 2, only 10 players are selected
	// for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.
	AdditionalPlayerCount *int64 `type:"integer"`

	// The method used to backfill game sessions that are created with this matchmaking
	// configuration. Specify MANUAL when your game manages backfill requests manually
	// or does not use the match backfill feature. Specify AUTOMATIC to have GameLift
	// create a StartMatchBackfill request whenever a game session has one or more
	// open slots. Learn more about manual and automatic backfill in Backfill Existing
	// Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html).
	// Automatic backfill is not available when FlexMatchMode is set to STANDALONE.
	BackfillMode *string `type:"string" enum:"BackfillMode"`

	// Information to be added to all events related to this matchmaking configuration.
	CustomEventData *string `type:"string"`

	// A human-readable description of the matchmaking configuration.
	Description *string `min:"1" type:"string"`

	// Indicates whether this matchmaking configuration is being used with GameLift
	// hosting or as a standalone matchmaking solution.
	//
	//    * STANDALONE - FlexMatch forms matches and returns match information,
	//    including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded)
	//    event.
	//
	//    * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift
	//    queue to start a game session for the match.
	FlexMatchMode *string `type:"string" enum:"FlexMatchMode"`

	// A set of custom properties for a game session, formatted as key:value pairs.
	// These properties are passed to a game server process in the GameSession object
	// with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	// This information is added to the new GameSession object that is created for
	// a successful match. This parameter is not used if FlexMatchMode is set to
	// STANDALONE.
	GameProperties []*GameProperty `type:"list"`

	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession object with
	// a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	// This information is added to the new GameSession object that is created for
	// a successful match. This parameter is not used if FlexMatchMode is set to
	// STANDALONE.
	GameSessionData *string `min:"1" type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift game session queue resource and uniquely identifies
	// it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue
	// name>. Queues can be located in any Region. Queues are used to start new
	// GameLift-hosted game sessions for matches that are created with this matchmaking
	// configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
	GameSessionQueueArns []*string `type:"list"`

	// A unique identifier for the matchmaking configuration. This name is used
	// to identify the configuration associated with a matchmaking request or ticket.
	//
	// Name is a required field
	Name *string `type:"string" required:"true"`

	// An SNS topic ARN that is set up to receive matchmaking notifications. See
	// Setting up notifications for matchmaking (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)
	// for more information.
	NotificationTarget *string `type:"string"`

	// The maximum duration, in seconds, that a matchmaking ticket can remain in
	// process before timing out. Requests that fail due to timing out can be resubmitted
	// as needed.
	//
	// RequestTimeoutSeconds is a required field
	RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"`

	// A unique identifier for the matchmaking rule set to use with this configuration.
	// You can use either the rule set name or ARN value. A matchmaking configuration
	// can only use rule sets that are defined in the same Region.
	//
	// RuleSetName is a required field
	RuleSetName *string `min:"1" type:"string" required:"true"`

	// A list of labels to assign to the new matchmaking configuration resource.
	// Tags are developer-defined key-value pairs. Tagging AWS resources are useful
	// for resource management, access management and cost allocation. For more
	// information, see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
	// in the AWS General Reference. Once the resource is created, you can use TagResource,
	// UntagResource, and ListTagsForResource to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*Tag `type:"list"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateMatchmakingConfigurationInput) GoString

GoString returns the string representation

func (*CreateMatchmakingConfigurationInput) SetAcceptanceRequired

SetAcceptanceRequired sets the AcceptanceRequired field's value.

func (*CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds

SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.

func (*CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount

SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.

func (*CreateMatchmakingConfigurationInput) SetBackfillMode

SetBackfillMode sets the BackfillMode field's value.

func (*CreateMatchmakingConfigurationInput) SetCustomEventData

SetCustomEventData sets the CustomEventData field's value.

func (*CreateMatchmakingConfigurationInput) SetDescription

SetDescription sets the Description field's value.

func (*CreateMatchmakingConfigurationInput) SetFlexMatchMode

SetFlexMatchMode sets the FlexMatchMode field's value.

func (*CreateMatchmakingConfigurationInput) SetGameProperties

SetGameProperties sets the GameProperties field's value.

func (*CreateMatchmakingConfigurationInput) SetGameSessionData

SetGameSessionData sets the GameSessionData field's value.

func (*CreateMatchmakingConfigurationInput) SetGameSessionQueueArns

SetGameSessionQueueArns sets the GameSessionQueueArns field's value.

func (*CreateMatchmakingConfigurationInput) SetName

SetName sets the Name field's value.

func (*CreateMatchmakingConfigurationInput) SetNotificationTarget

SetNotificationTarget sets the NotificationTarget field's value.

func (*CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds

SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.

func (*CreateMatchmakingConfigurationInput) SetRuleSetName

SetRuleSetName sets the RuleSetName field's value.

func (*CreateMatchmakingConfigurationInput) SetTags

SetTags sets the Tags field's value.

func (CreateMatchmakingConfigurationInput) String

String returns the string representation

func (*CreateMatchmakingConfigurationInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type CreateMatchmakingConfigurationOutput

type CreateMatchmakingConfigurationOutput struct {

	// Object that describes the newly created matchmaking configuration.
	Configuration *MatchmakingConfiguration `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreateMatchmakingConfigurationOutput) GoString

GoString returns the string representation

func (*CreateMatchmakingConfigurationOutput) SetConfiguration

SetConfiguration sets the Configuration field's value.

func (CreateMatchmakingConfigurationOutput) String

String returns the string representation

type CreateMatchmakingRuleSetInput

type CreateMatchmakingRuleSetInput struct {

	// A unique identifier for the matchmaking rule set. A matchmaking configuration
	// identifies the rule set it uses by this name value. Note that the rule set
	// name is different from the optional name field in the rule set body.
	//
	// Name is a required field
	Name *string `type:"string" required:"true"`

	// A collection of matchmaking rules, formatted as a JSON string. Comments are
	// not allowed in JSON, but most elements support a description field.
	//
	// RuleSetBody is a required field
	RuleSetBody *string `min:"1" type:"string" required:"true"`

	// A list of labels to assign to the new matchmaking rule set resource. Tags
	// are developer-defined key-value pairs. Tagging AWS resources are useful for
	// resource management, access management and cost allocation. For more information,
	// see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
	// in the AWS General Reference. Once the resource is created, you can use TagResource,
	// UntagResource, and ListTagsForResource to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*Tag `type:"list"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateMatchmakingRuleSetInput) GoString

GoString returns the string representation

func (*CreateMatchmakingRuleSetInput) SetName

SetName sets the Name field's value.

func (*CreateMatchmakingRuleSetInput) SetRuleSetBody

SetRuleSetBody sets the RuleSetBody field's value.

func (*CreateMatchmakingRuleSetInput) SetTags

SetTags sets the Tags field's value.

func (CreateMatchmakingRuleSetInput) String

String returns the string representation

func (*CreateMatchmakingRuleSetInput) Validate

func (s *CreateMatchmakingRuleSetInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateMatchmakingRuleSetOutput

type CreateMatchmakingRuleSetOutput struct {

	// The newly created matchmaking rule set.
	//
	// RuleSet is a required field
	RuleSet *MatchmakingRuleSet `type:"structure" required:"true"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreateMatchmakingRuleSetOutput) GoString

GoString returns the string representation

func (*CreateMatchmakingRuleSetOutput) SetRuleSet

SetRuleSet sets the RuleSet field's value.

func (CreateMatchmakingRuleSetOutput) String

String returns the string representation

type CreatePlayerSessionInput

type CreatePlayerSessionInput struct {

	// A unique identifier for the game session to add a player to.
	//
	// GameSessionId is a required field
	GameSessionId *string `min:"1" type:"string" required:"true"`

	// Developer-defined information related to a player. GameLift does not use
	// this data, so it can be formatted as needed for use in the game.
	PlayerData *string `min:"1" type:"string"`

	// A unique identifier for a player. Player IDs are developer-defined.
	//
	// PlayerId is a required field
	PlayerId *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreatePlayerSessionInput) GoString

func (s CreatePlayerSessionInput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionInput) SetGameSessionId

SetGameSessionId sets the GameSessionId field's value.

func (*CreatePlayerSessionInput) SetPlayerData

SetPlayerData sets the PlayerData field's value.

func (*CreatePlayerSessionInput) SetPlayerId

SetPlayerId sets the PlayerId field's value.

func (CreatePlayerSessionInput) String

func (s CreatePlayerSessionInput) String() string

String returns the string representation

func (*CreatePlayerSessionInput) Validate

func (s *CreatePlayerSessionInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreatePlayerSessionOutput

type CreatePlayerSessionOutput struct {

	// Object that describes the newly created player session record.
	PlayerSession *PlayerSession `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreatePlayerSessionOutput) GoString

func (s CreatePlayerSessionOutput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionOutput) SetPlayerSession

SetPlayerSession sets the PlayerSession field's value.

func (CreatePlayerSessionOutput) String

func (s CreatePlayerSessionOutput) String() string

String returns the string representation

type CreatePlayerSessionsInput

type CreatePlayerSessionsInput struct {

	// A unique identifier for the game session to add players to.
	//
	// GameSessionId is a required field
	GameSessionId *string `min:"1" type:"string" required:"true"`

	// Map of string pairs, each specifying a player ID and a set of developer-defined
	// information related to the player. Amazon GameLift does not use this data,
	// so it can be formatted as needed for use in the game. Any player data strings
	// for player IDs that are not included in the PlayerIds parameter are ignored.
	PlayerDataMap map[string]*string `type:"map"`

	// List of unique identifiers for the players to be added.
	//
	// PlayerIds is a required field
	PlayerIds []*string `min:"1" type:"list" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreatePlayerSessionsInput) GoString

func (s CreatePlayerSessionsInput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionsInput) SetGameSessionId

SetGameSessionId sets the GameSessionId field's value.

func (*CreatePlayerSessionsInput) SetPlayerDataMap

SetPlayerDataMap sets the PlayerDataMap field's value.

func (*CreatePlayerSessionsInput) SetPlayerIds

SetPlayerIds sets the PlayerIds field's value.

func (CreatePlayerSessionsInput) String

func (s CreatePlayerSessionsInput) String() string

String returns the string representation

func (*CreatePlayerSessionsInput) Validate

func (s *CreatePlayerSessionsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreatePlayerSessionsOutput

type CreatePlayerSessionsOutput struct {

	// A collection of player session objects created for the added players.
	PlayerSessions []*PlayerSession `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreatePlayerSessionsOutput) GoString

func (s CreatePlayerSessionsOutput) GoString() string

GoString returns the string representation

func (*CreatePlayerSessionsOutput) SetPlayerSessions

SetPlayerSessions sets the PlayerSessions field's value.

func (CreatePlayerSessionsOutput) String

String returns the string representation

type CreateScriptInput

type CreateScriptInput struct {

	// A descriptive label that is associated with a script. Script names do not
	// need to be unique. You can use UpdateScript to change this value later.
	Name *string `min:"1" type:"string"`

	// The location of the Amazon S3 bucket where a zipped file containing your
	// Realtime scripts is stored. The storage location must specify the Amazon
	// S3 bucket name, the zip file name (the "key"), and a role ARN that allows
	// Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must
	// be in the same Region where you want to create a new script. By default,
	// Amazon GameLift uploads the latest version of the zip file; if you have S3
	// object versioning turned on, you can use the ObjectVersion parameter to specify
	// an earlier version.
	StorageLocation *S3Location `type:"structure"`

	// A list of labels to assign to the new script resource. Tags are developer-defined
	// key-value pairs. Tagging AWS resources are useful for resource management,
	// access management and cost allocation. For more information, see Tagging
	// AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
	// in the AWS General Reference. Once the resource is created, you can use TagResource,
	// UntagResource, and ListTagsForResource to add, remove, and view tags. The
	// maximum tag limit may be lower than stated. See the AWS General Reference
	// for actual tagging limits.
	Tags []*Tag `type:"list"`

	// Version information that is associated with a build or script. Version strings
	// do not need to be unique. You can use UpdateScript to change this value later.
	Version *string `min:"1" type:"string"`

	// A data object containing your Realtime scripts and dependencies as a zip
	// file. The zip file can have one or multiple files. Maximum size of a zip
	// file is 5 MB.
	//
	// When using the AWS CLI tool to create a script, this parameter is set to
	// the zip file name. It must be prepended with the string "fileb://" to indicate
	// that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.
	//
	// ZipFile is automatically base64 encoded/decoded by the SDK.
	ZipFile []byte `type:"blob"`
	// contains filtered or unexported fields
}

func (CreateScriptInput) GoString

func (s CreateScriptInput) GoString() string

GoString returns the string representation

func (*CreateScriptInput) SetName

SetName sets the Name field's value.

func (*CreateScriptInput) SetStorageLocation

func (s *CreateScriptInput) SetStorageLocation(v *S3Location) *CreateScriptInput

SetStorageLocation sets the StorageLocation field's value.

func (*CreateScriptInput) SetTags

func (s *CreateScriptInput) SetTags(v []*Tag) *CreateScriptInput

SetTags sets the Tags field's value.

func (*CreateScriptInput) SetVersion

func (s *CreateScriptInput) SetVersion(v string) *CreateScriptInput

SetVersion sets the Version field's value.

func (*CreateScriptInput) SetZipFile

func (s *CreateScriptInput) SetZipFile(v []byte) *CreateScriptInput

SetZipFile sets the ZipFile field's value.

func (CreateScriptInput) String

func (s CreateScriptInput) String() string

String returns the string representation

func (*CreateScriptInput) Validate

func (s *CreateScriptInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateScriptOutput

type CreateScriptOutput struct {

	// The newly created script record with a unique script ID and ARN. The new
	// script's storage location reflects an Amazon S3 location: (1) If the script
	// was uploaded from an S3 bucket under your account, the storage location reflects
	// the information that was provided in the CreateScript request; (2) If the
	// script file was uploaded from a local zip file, the storage location reflects
	// an S3 location controls by the Amazon GameLift service.
	Script *Script `type:"structure"`
	// contains filtered or unexported fields
}

func (CreateScriptOutput) GoString

func (s CreateScriptOutput) GoString() string

GoString returns the string representation

func (*CreateScriptOutput) SetScript

func (s *CreateScriptOutput) SetScript(v *Script) *CreateScriptOutput

SetScript sets the Script field's value.

func (CreateScriptOutput) String

func (s CreateScriptOutput) String() string

String returns the string representation

type CreateVpcPeeringAuthorizationInput

type CreateVpcPeeringAuthorizationInput struct {

	// A unique identifier for the AWS account that you use to manage your 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"`

	// A unique identifier for a VPC with resources to be accessed by your GameLift
	// fleet. The VPC must be in the same Region as your fleet. To look up a VPC
	// ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
	// Management Console. Learn more about VPC peering in VPC Peering with GameLift
	// Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
	//
	// PeerVpcId is a required field
	PeerVpcId *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateVpcPeeringAuthorizationInput) GoString

GoString returns the string representation

func (*CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId

SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.

func (*CreateVpcPeeringAuthorizationInput) SetPeerVpcId

SetPeerVpcId sets the PeerVpcId field's value.

func (CreateVpcPeeringAuthorizationInput) String

String returns the string representation

func (*CreateVpcPeeringAuthorizationInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type CreateVpcPeeringAuthorizationOutput

type CreateVpcPeeringAuthorizationOutput struct {

	// Details on the requested VPC peering authorization, including expiration.
	VpcPeeringAuthorization *VpcPeeringAuthorization `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (CreateVpcPeeringAuthorizationOutput) GoString

GoString returns the string representation

func (*CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization

SetVpcPeeringAuthorization sets the VpcPeeringAuthorization field's value.

func (CreateVpcPeeringAuthorizationOutput) String

String returns the string representation

type CreateVpcPeeringConnectionInput

type CreateVpcPeeringConnectionInput struct {

	// A unique identifier for the fleet. You can use either the fleet ID or ARN
	// value. This tells Amazon GameLift which GameLift VPC to peer with.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// A unique identifier for the 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"`

	// A unique identifier for a VPC with resources to be accessed by your GameLift
	// fleet. The VPC must be in the same Region as your fleet. To look up a VPC
	// ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
	// Management Console. Learn more about VPC peering in VPC Peering with GameLift
	// Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
	//
	// PeerVpcId is a required field
	PeerVpcId *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (CreateVpcPeeringConnectionInput) GoString

GoString returns the string representation

func (*CreateVpcPeeringConnectionInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId

SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.

func (*CreateVpcPeeringConnectionInput) SetPeerVpcId

SetPeerVpcId sets the PeerVpcId field's value.

func (CreateVpcPeeringConnectionInput) String

String returns the string representation

func (*CreateVpcPeeringConnectionInput) Validate

func (s *CreateVpcPeeringConnectionInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateVpcPeeringConnectionOutput

type CreateVpcPeeringConnectionOutput struct {
	// contains filtered or unexported fields
}

func (CreateVpcPeeringConnectionOutput) GoString

GoString returns the string representation

func (CreateVpcPeeringConnectionOutput) String

String returns the string representation

type DeleteAliasInput

type DeleteAliasInput struct {

	// A unique identifier of the alias that you want to delete. You can use either
	// the alias ID or ARN value.
	//
	// AliasId is a required field
	AliasId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteAliasInput) GoString

func (s DeleteAliasInput) GoString() string

GoString returns the string representation

func (*DeleteAliasInput) SetAliasId

func (s *DeleteAliasInput) SetAliasId(v string) *DeleteAliasInput

SetAliasId sets the AliasId field's value.

func (DeleteAliasInput) String

func (s DeleteAliasInput) String() string

String returns the string representation

func (*DeleteAliasInput) Validate

func (s *DeleteAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteAliasOutput

type DeleteAliasOutput struct {
	// contains filtered or unexported fields
}

func (DeleteAliasOutput) GoString

func (s DeleteAliasOutput) GoString() string

GoString returns the string representation

func (DeleteAliasOutput) String

func (s DeleteAliasOutput) String() string

String returns the string representation

type DeleteBuildInput

type DeleteBuildInput struct {

	// A unique identifier for the build to delete. You can use either the build
	// ID or ARN value.
	//
	// BuildId is a required field
	BuildId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteBuildInput) GoString

func (s DeleteBuildInput) GoString() string

GoString returns the string representation

func (*DeleteBuildInput) SetBuildId

func (s *DeleteBuildInput) SetBuildId(v string) *DeleteBuildInput

SetBuildId sets the BuildId field's value.

func (DeleteBuildInput) String

func (s DeleteBuildInput) String() string

String returns the string representation

func (*DeleteBuildInput) Validate

func (s *DeleteBuildInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteBuildOutput

type DeleteBuildOutput struct {
	// contains filtered or unexported fields
}

func (DeleteBuildOutput) GoString

func (s DeleteBuildOutput) GoString() string

GoString returns the string representation

func (DeleteBuildOutput) String

func (s DeleteBuildOutput) String() string

String returns the string representation

type DeleteFleetInput

type DeleteFleetInput struct {

	// A unique identifier for the fleet to be deleted. You can use either the fleet
	// ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteFleetInput) GoString

func (s DeleteFleetInput) GoString() string

GoString returns the string representation

func (*DeleteFleetInput) SetFleetId

func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput

SetFleetId sets the FleetId field's value.

func (DeleteFleetInput) String

func (s DeleteFleetInput) String() string

String returns the string representation

func (*DeleteFleetInput) Validate

func (s *DeleteFleetInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteFleetLocationsInput

type DeleteFleetLocationsInput struct {

	// A unique identifier for the fleet to delete locations for. You can use either
	// the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// The list of fleet locations to delete. Specify locations in the form of an
	// AWS Region code, such as us-west-2.
	//
	// Locations is a required field
	Locations []*string `min:"1" type:"list" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteFleetLocationsInput) GoString

func (s DeleteFleetLocationsInput) GoString() string

GoString returns the string representation

func (*DeleteFleetLocationsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DeleteFleetLocationsInput) SetLocations

SetLocations sets the Locations field's value.

func (DeleteFleetLocationsInput) String

func (s DeleteFleetLocationsInput) String() string

String returns the string representation

func (*DeleteFleetLocationsInput) Validate

func (s *DeleteFleetLocationsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteFleetLocationsOutput

type DeleteFleetLocationsOutput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet that location attributes are being deleted
	// for.
	FleetId *string `type:"string"`

	// The remote locations that are being deleted, with each location status set
	// to DELETING.
	LocationStates []*LocationState `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DeleteFleetLocationsOutput) GoString

func (s DeleteFleetLocationsOutput) GoString() string

GoString returns the string representation

func (*DeleteFleetLocationsOutput) SetFleetArn

SetFleetArn sets the FleetArn field's value.

func (*DeleteFleetLocationsOutput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DeleteFleetLocationsOutput) SetLocationStates

SetLocationStates sets the LocationStates field's value.

func (DeleteFleetLocationsOutput) String

String returns the string representation

type DeleteFleetOutput

type DeleteFleetOutput struct {
	// contains filtered or unexported fields
}

func (DeleteFleetOutput) GoString

func (s DeleteFleetOutput) GoString() string

GoString returns the string representation

func (DeleteFleetOutput) String

func (s DeleteFleetOutput) String() string

String returns the string representation

type DeleteGameServerGroupInput

type DeleteGameServerGroupInput struct {

	// The type of delete to perform. Options include the following:
	//
	//    * SAFE_DELETE – (default) Terminates the game server group and EC2 Auto
	//    Scaling group only when it has no game servers that are in UTILIZED status.
	//
	//    * FORCE_DELETE – Terminates the game server group, including all active
	//    game servers regardless of their utilization status, and the EC2 Auto
	//    Scaling group.
	//
	//    * RETAIN – Does a safe delete of the game server group but retains the
	//    EC2 Auto Scaling group as is.
	DeleteOption *string `type:"string" enum:"GameServerGroupDeleteOption"`

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (DeleteGameServerGroupInput) GoString

func (s DeleteGameServerGroupInput) GoString() string

GoString returns the string representation

func (*DeleteGameServerGroupInput) SetDeleteOption

SetDeleteOption sets the DeleteOption field's value.

func (*DeleteGameServerGroupInput) SetGameServerGroupName

func (s *DeleteGameServerGroupInput) SetGameServerGroupName(v string) *DeleteGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (DeleteGameServerGroupInput) String

String returns the string representation

func (*DeleteGameServerGroupInput) Validate

func (s *DeleteGameServerGroupInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteGameServerGroupOutput

type DeleteGameServerGroupOutput struct {

	// An object that describes the deleted game server group resource, with status
	// updated to DELETE_SCHEDULED.
	GameServerGroup *GameServerGroup `type:"structure"`
	// contains filtered or unexported fields
}

func (DeleteGameServerGroupOutput) GoString

func (s DeleteGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*DeleteGameServerGroupOutput) SetGameServerGroup

SetGameServerGroup sets the GameServerGroup field's value.

func (DeleteGameServerGroupOutput) String

String returns the string representation

type DeleteGameSessionQueueInput

type DeleteGameSessionQueueInput struct {

	// A descriptive label that is associated with game session queue. Queue names
	// must be unique within each Region. You can use either the queue ID or ARN
	// value.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteGameSessionQueueInput) GoString

func (s DeleteGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*DeleteGameSessionQueueInput) SetName

SetName sets the Name field's value.

func (DeleteGameSessionQueueInput) String

String returns the string representation

func (*DeleteGameSessionQueueInput) Validate

func (s *DeleteGameSessionQueueInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteGameSessionQueueOutput

type DeleteGameSessionQueueOutput struct {
	// contains filtered or unexported fields
}

func (DeleteGameSessionQueueOutput) GoString

func (s DeleteGameSessionQueueOutput) GoString() string

GoString returns the string representation

func (DeleteGameSessionQueueOutput) String

String returns the string representation

type DeleteMatchmakingConfigurationInput

type DeleteMatchmakingConfigurationInput struct {

	// A unique identifier for the matchmaking configuration. You can use either
	// the configuration name or ARN value.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteMatchmakingConfigurationInput) GoString

GoString returns the string representation

func (*DeleteMatchmakingConfigurationInput) SetName

SetName sets the Name field's value.

func (DeleteMatchmakingConfigurationInput) String

String returns the string representation

func (*DeleteMatchmakingConfigurationInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type DeleteMatchmakingConfigurationOutput

type DeleteMatchmakingConfigurationOutput struct {
	// contains filtered or unexported fields
}

func (DeleteMatchmakingConfigurationOutput) GoString

GoString returns the string representation

func (DeleteMatchmakingConfigurationOutput) String

String returns the string representation

type DeleteMatchmakingRuleSetInput

type DeleteMatchmakingRuleSetInput struct {

	// A unique identifier for the matchmaking rule set to be deleted. (Note: The
	// rule set name is different from the optional "name" field in the rule set
	// body.) You can use either the rule set name or ARN value.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteMatchmakingRuleSetInput) GoString

GoString returns the string representation

func (*DeleteMatchmakingRuleSetInput) SetName

SetName sets the Name field's value.

func (DeleteMatchmakingRuleSetInput) String

String returns the string representation

func (*DeleteMatchmakingRuleSetInput) Validate

func (s *DeleteMatchmakingRuleSetInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteMatchmakingRuleSetOutput

type DeleteMatchmakingRuleSetOutput struct {
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DeleteMatchmakingRuleSetOutput) GoString

GoString returns the string representation

func (DeleteMatchmakingRuleSetOutput) String

String returns the string representation

type DeleteScalingPolicyInput

type DeleteScalingPolicyInput struct {

	// A unique identifier for the fleet to be deleted. You can use either the fleet
	// ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// A descriptive label that is associated with a fleet's scaling policy. Policy
	// names do not need to be unique.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteScalingPolicyInput) GoString

func (s DeleteScalingPolicyInput) GoString() string

GoString returns the string representation

func (*DeleteScalingPolicyInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DeleteScalingPolicyInput) SetName

SetName sets the Name field's value.

func (DeleteScalingPolicyInput) String

func (s DeleteScalingPolicyInput) String() string

String returns the string representation

func (*DeleteScalingPolicyInput) Validate

func (s *DeleteScalingPolicyInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteScalingPolicyOutput

type DeleteScalingPolicyOutput struct {
	// contains filtered or unexported fields
}

func (DeleteScalingPolicyOutput) GoString

func (s DeleteScalingPolicyOutput) GoString() string

GoString returns the string representation

func (DeleteScalingPolicyOutput) String

func (s DeleteScalingPolicyOutput) String() string

String returns the string representation

type DeleteScriptInput

type DeleteScriptInput struct {

	// A unique identifier for the Realtime script to delete. You can use either
	// the script ID or ARN value.
	//
	// ScriptId is a required field
	ScriptId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (DeleteScriptInput) GoString

func (s DeleteScriptInput) GoString() string

GoString returns the string representation

func (*DeleteScriptInput) SetScriptId

func (s *DeleteScriptInput) SetScriptId(v string) *DeleteScriptInput

SetScriptId sets the ScriptId field's value.

func (DeleteScriptInput) String

func (s DeleteScriptInput) String() string

String returns the string representation

func (*DeleteScriptInput) Validate

func (s *DeleteScriptInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteScriptOutput

type DeleteScriptOutput struct {
	// contains filtered or unexported fields
}

func (DeleteScriptOutput) GoString

func (s DeleteScriptOutput) GoString() string

GoString returns the string representation

func (DeleteScriptOutput) String

func (s DeleteScriptOutput) String() string

String returns the string representation

type DeleteVpcPeeringAuthorizationInput

type DeleteVpcPeeringAuthorizationInput struct {

	// A unique identifier for the AWS account that you use to manage your 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"`

	// A unique identifier for a VPC with resources to be accessed by your GameLift
	// fleet. The VPC must be in the same Region as your fleet. To look up a VPC
	// ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
	// Management Console. Learn more about VPC peering in VPC Peering with GameLift
	// Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
	//
	// PeerVpcId is a required field
	PeerVpcId *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteVpcPeeringAuthorizationInput) GoString

GoString returns the string representation

func (*DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId

SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.

func (*DeleteVpcPeeringAuthorizationInput) SetPeerVpcId

SetPeerVpcId sets the PeerVpcId field's value.

func (DeleteVpcPeeringAuthorizationInput) String

String returns the string representation

func (*DeleteVpcPeeringAuthorizationInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type DeleteVpcPeeringAuthorizationOutput

type DeleteVpcPeeringAuthorizationOutput struct {
	// contains filtered or unexported fields
}

func (DeleteVpcPeeringAuthorizationOutput) GoString

GoString returns the string representation

func (DeleteVpcPeeringAuthorizationOutput) String

String returns the string representation

type DeleteVpcPeeringConnectionInput

type DeleteVpcPeeringConnectionInput struct {

	// A unique identifier for the fleet. This fleet specified must match the fleet
	// referenced in the VPC peering connection record. You can use either the fleet
	// ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// A unique identifier for a VPC peering connection. This value is included
	// in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.
	//
	// VpcPeeringConnectionId is a required field
	VpcPeeringConnectionId *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DeleteVpcPeeringConnectionInput) GoString

GoString returns the string representation

func (*DeleteVpcPeeringConnectionInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId

SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value.

func (DeleteVpcPeeringConnectionInput) String

String returns the string representation

func (*DeleteVpcPeeringConnectionInput) Validate

func (s *DeleteVpcPeeringConnectionInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteVpcPeeringConnectionOutput

type DeleteVpcPeeringConnectionOutput struct {
	// contains filtered or unexported fields
}

func (DeleteVpcPeeringConnectionOutput) GoString

GoString returns the string representation

func (DeleteVpcPeeringConnectionOutput) String

String returns the string representation

type DeregisterGameServerInput

type DeregisterGameServerInput struct {

	// A unique identifier for the game server group where the game server is running.
	// Use either the GameServerGroup name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// A custom string that uniquely identifies the game server to deregister.
	//
	// GameServerId is a required field
	GameServerId *string `min:"3" type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (DeregisterGameServerInput) GoString

func (s DeregisterGameServerInput) GoString() string

GoString returns the string representation

func (*DeregisterGameServerInput) SetGameServerGroupName

func (s *DeregisterGameServerInput) SetGameServerGroupName(v string) *DeregisterGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*DeregisterGameServerInput) SetGameServerId

SetGameServerId sets the GameServerId field's value.

func (DeregisterGameServerInput) String

func (s DeregisterGameServerInput) String() string

String returns the string representation

func (*DeregisterGameServerInput) Validate

func (s *DeregisterGameServerInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeregisterGameServerOutput

type DeregisterGameServerOutput struct {
	// contains filtered or unexported fields
}

func (DeregisterGameServerOutput) GoString

func (s DeregisterGameServerOutput) GoString() string

GoString returns the string representation

func (DeregisterGameServerOutput) String

String returns the string representation

type DescribeAliasInput

type DescribeAliasInput struct {

	// The unique identifier for the fleet alias that you want to retrieve. You
	// can use either the alias ID or ARN value.
	//
	// AliasId is a required field
	AliasId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeAliasInput) GoString

func (s DescribeAliasInput) GoString() string

GoString returns the string representation

func (*DescribeAliasInput) SetAliasId

func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput

SetAliasId sets the AliasId field's value.

func (DescribeAliasInput) String

func (s DescribeAliasInput) String() string

String returns the string representation

func (*DescribeAliasInput) Validate

func (s *DescribeAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeAliasOutput

type DescribeAliasOutput struct {

	// The requested alias resource.
	Alias *Alias `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeAliasOutput) GoString

func (s DescribeAliasOutput) GoString() string

GoString returns the string representation

func (*DescribeAliasOutput) SetAlias

SetAlias sets the Alias field's value.

func (DescribeAliasOutput) String

func (s DescribeAliasOutput) String() string

String returns the string representation

type DescribeBuildInput

type DescribeBuildInput struct {

	// A unique identifier for the build to retrieve properties for. You can use
	// either the build ID or ARN value.
	//
	// BuildId is a required field
	BuildId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeBuildInput) GoString

func (s DescribeBuildInput) GoString() string

GoString returns the string representation

func (*DescribeBuildInput) SetBuildId

func (s *DescribeBuildInput) SetBuildId(v string) *DescribeBuildInput

SetBuildId sets the BuildId field's value.

func (DescribeBuildInput) String

func (s DescribeBuildInput) String() string

String returns the string representation

func (*DescribeBuildInput) Validate

func (s *DescribeBuildInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeBuildOutput

type DescribeBuildOutput struct {

	// Set of properties describing the requested build.
	Build *Build `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeBuildOutput) GoString

func (s DescribeBuildOutput) GoString() string

GoString returns the string representation

func (*DescribeBuildOutput) SetBuild

SetBuild sets the Build field's value.

func (DescribeBuildOutput) String

func (s DescribeBuildOutput) String() string

String returns the string representation

type DescribeEC2InstanceLimitsInput

type DescribeEC2InstanceLimitsInput struct {

	// Name of an EC2 instance type that is supported in GameLift. A fleet instance
	// type determines the computing resources of each instance in the fleet, including
	// CPU, memory, storage, and networking capacity. Do not specify a value for
	// this parameter to retrieve limits for all instance types.
	EC2InstanceType *string `type:"string" enum:"EC2InstanceType"`

	// The name of a remote location to request instance limits for, in the form
	// of an AWS Region code such as us-west-2.
	Location *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeEC2InstanceLimitsInput) GoString

GoString returns the string representation

func (*DescribeEC2InstanceLimitsInput) SetEC2InstanceType

SetEC2InstanceType sets the EC2InstanceType field's value.

func (*DescribeEC2InstanceLimitsInput) SetLocation

SetLocation sets the Location field's value.

func (DescribeEC2InstanceLimitsInput) String

String returns the string representation

func (*DescribeEC2InstanceLimitsInput) Validate

func (s *DescribeEC2InstanceLimitsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeEC2InstanceLimitsOutput

type DescribeEC2InstanceLimitsOutput struct {

	// The maximum number of instances for the specified instance type.
	EC2InstanceLimits []*EC2InstanceLimit `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeEC2InstanceLimitsOutput) GoString

GoString returns the string representation

func (*DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits

SetEC2InstanceLimits sets the EC2InstanceLimits field's value.

func (DescribeEC2InstanceLimitsOutput) String

String returns the string representation

type DescribeFleetAttributesInput

type DescribeFleetAttributesInput struct {

	// A list of unique fleet identifiers to retrieve attributes for. You can use
	// either the fleet ID or ARN value. To retrieve attributes for all current
	// fleets, do not include this parameter.
	FleetIds []*string `min:"1" type:"list"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages. This parameter is ignored when
	// the request specifies one or a list of fleet IDs.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value. This parameter
	// is ignored when the request specifies one or a list of fleet IDs.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeFleetAttributesInput) GoString

func (s DescribeFleetAttributesInput) GoString() string

GoString returns the string representation

func (*DescribeFleetAttributesInput) SetFleetIds

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetAttributesInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeFleetAttributesInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeFleetAttributesInput) String

String returns the string representation

func (*DescribeFleetAttributesInput) Validate

func (s *DescribeFleetAttributesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetAttributesOutput

type DescribeFleetAttributesOutput struct {

	// A collection of objects containing attribute metadata for each requested
	// fleet ID. Attribute objects are returned only for fleets that currently exist.
	FleetAttributes []*FleetAttributes `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetAttributesOutput) GoString

GoString returns the string representation

func (*DescribeFleetAttributesOutput) SetFleetAttributes

SetFleetAttributes sets the FleetAttributes field's value.

func (*DescribeFleetAttributesOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeFleetAttributesOutput) String

String returns the string representation

type DescribeFleetCapacityInput

type DescribeFleetCapacityInput struct {

	// A unique identifier for the fleet(s) to retrieve capacity information for.
	// You can use either the fleet ID or ARN value. Leave this parameter empty
	// to retrieve capacity information for all fleets.
	FleetIds []*string `min:"1" type:"list"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages. This parameter is ignored when
	// the request specifies one or a list of fleet IDs.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value. This parameter
	// is ignored when the request specifies one or a list of fleet IDs.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeFleetCapacityInput) GoString

func (s DescribeFleetCapacityInput) GoString() string

GoString returns the string representation

func (*DescribeFleetCapacityInput) SetFleetIds

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetCapacityInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeFleetCapacityInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeFleetCapacityInput) String

String returns the string representation

func (*DescribeFleetCapacityInput) Validate

func (s *DescribeFleetCapacityInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetCapacityOutput

type DescribeFleetCapacityOutput struct {

	// A collection of objects that contains capacity information for each requested
	// fleet ID. Capacity objects are returned only for fleets that currently exist.
	FleetCapacity []*FleetCapacity `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetCapacityOutput) GoString

func (s DescribeFleetCapacityOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetCapacityOutput) SetFleetCapacity

SetFleetCapacity sets the FleetCapacity field's value.

func (*DescribeFleetCapacityOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeFleetCapacityOutput) String

String returns the string representation

type DescribeFleetEventsInput

type DescribeFleetEventsInput struct {

	// The most recent date to retrieve event logs for. If no end time is specified,
	// this call returns entries from the specified start time up to the present.
	// Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
	EndTime *time.Time `type:"timestamp"`

	// A unique identifier for the fleet to get event logs for. You can use either
	// the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// The earliest date to retrieve event logs for. If no start time is specified,
	// this call returns entries starting from when the fleet was created to the
	// specified end time. Format is a number expressed in Unix time as milliseconds
	// (ex: "1469498468.057").
	StartTime *time.Time `type:"timestamp"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeFleetEventsInput) GoString

func (s DescribeFleetEventsInput) GoString() string

GoString returns the string representation

func (*DescribeFleetEventsInput) SetEndTime

SetEndTime sets the EndTime field's value.

func (*DescribeFleetEventsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeFleetEventsInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeFleetEventsInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (*DescribeFleetEventsInput) SetStartTime

SetStartTime sets the StartTime field's value.

func (DescribeFleetEventsInput) String

func (s DescribeFleetEventsInput) String() string

String returns the string representation

func (*DescribeFleetEventsInput) Validate

func (s *DescribeFleetEventsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetEventsOutput

type DescribeFleetEventsOutput struct {

	// A collection of objects containing event log entries for the specified fleet.
	Events []*Event `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetEventsOutput) GoString

func (s DescribeFleetEventsOutput) GoString() string

GoString returns the string representation

func (*DescribeFleetEventsOutput) SetEvents

SetEvents sets the Events field's value.

func (*DescribeFleetEventsOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeFleetEventsOutput) String

func (s DescribeFleetEventsOutput) String() string

String returns the string representation

type DescribeFleetLocationAttributesInput

type DescribeFleetLocationAttributesInput struct {

	// A unique identifier for the fleet to retrieve remote locations for. You can
	// use either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages. This limit is not currently
	// enforced.
	Limit *int64 `min:"1" type:"integer"`

	// A list of fleet locations to retrieve information for. Specify locations
	// in the form of an AWS Region code, such as us-west-2.
	Locations []*string `min:"1" type:"list"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeFleetLocationAttributesInput) GoString

GoString returns the string representation

func (*DescribeFleetLocationAttributesInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeFleetLocationAttributesInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeFleetLocationAttributesInput) SetLocations

SetLocations sets the Locations field's value.

func (*DescribeFleetLocationAttributesInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeFleetLocationAttributesInput) String

String returns the string representation

func (*DescribeFleetLocationAttributesInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetLocationAttributesOutput

type DescribeFleetLocationAttributesOutput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet that location attributes were requested
	// for.
	FleetId *string `type:"string"`

	// Location-specific information on the requested fleet's remote locations.
	LocationAttributes []*LocationAttributes `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetLocationAttributesOutput) GoString

GoString returns the string representation

func (*DescribeFleetLocationAttributesOutput) SetFleetArn

SetFleetArn sets the FleetArn field's value.

func (*DescribeFleetLocationAttributesOutput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeFleetLocationAttributesOutput) SetLocationAttributes

SetLocationAttributes sets the LocationAttributes field's value.

func (*DescribeFleetLocationAttributesOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeFleetLocationAttributesOutput) String

String returns the string representation

type DescribeFleetLocationCapacityInput

type DescribeFleetLocationCapacityInput struct {

	// A unique identifier for the fleet to request location capacity for. You can
	// use either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// The fleet location to retrieve capacity information for. Specify a location
	// in the form of an AWS Region code, such as us-west-2.
	//
	// Location is a required field
	Location *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeFleetLocationCapacityInput) GoString

GoString returns the string representation

func (*DescribeFleetLocationCapacityInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeFleetLocationCapacityInput) SetLocation

SetLocation sets the Location field's value.

func (DescribeFleetLocationCapacityInput) String

String returns the string representation

func (*DescribeFleetLocationCapacityInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetLocationCapacityOutput

type DescribeFleetLocationCapacityOutput struct {

	// Resource capacity information for the requested fleet location. Capacity
	// objects are returned only for fleets and locations that currently exist.
	FleetCapacity *FleetCapacity `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetLocationCapacityOutput) GoString

GoString returns the string representation

func (*DescribeFleetLocationCapacityOutput) SetFleetCapacity

SetFleetCapacity sets the FleetCapacity field's value.

func (DescribeFleetLocationCapacityOutput) String

String returns the string representation

type DescribeFleetLocationUtilizationInput

type DescribeFleetLocationUtilizationInput struct {

	// A unique identifier for the fleet to request location utilization for. You
	// can use either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// The fleet location to retrieve utilization information for. Specify a location
	// in the form of an AWS Region code, such as us-west-2.
	//
	// Location is a required field
	Location *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeFleetLocationUtilizationInput) GoString

GoString returns the string representation

func (*DescribeFleetLocationUtilizationInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeFleetLocationUtilizationInput) SetLocation

SetLocation sets the Location field's value.

func (DescribeFleetLocationUtilizationInput) String

String returns the string representation

func (*DescribeFleetLocationUtilizationInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetLocationUtilizationOutput

type DescribeFleetLocationUtilizationOutput struct {

	// Utilization information for the requested fleet location. Utilization objects
	// are returned only for fleets and locations that currently exist.
	FleetUtilization *FleetUtilization `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetLocationUtilizationOutput) GoString

GoString returns the string representation

func (*DescribeFleetLocationUtilizationOutput) SetFleetUtilization

SetFleetUtilization sets the FleetUtilization field's value.

func (DescribeFleetLocationUtilizationOutput) String

String returns the string representation

type DescribeFleetPortSettingsInput

type DescribeFleetPortSettingsInput struct {

	// A unique identifier for the fleet to retrieve port settings for. You can
	// use either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// A remote location to check for status of port setting updates. Use the AWS
	// Region code format, such as us-west-2.
	Location *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeFleetPortSettingsInput) GoString

GoString returns the string representation

func (*DescribeFleetPortSettingsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeFleetPortSettingsInput) SetLocation

SetLocation sets the Location field's value.

func (DescribeFleetPortSettingsInput) String

String returns the string representation

func (*DescribeFleetPortSettingsInput) Validate

func (s *DescribeFleetPortSettingsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetPortSettingsOutput

type DescribeFleetPortSettingsOutput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet that was requested.
	FleetId *string `type:"string"`

	// The port settings for the requested fleet ID.
	InboundPermissions []*IpPermission `type:"list"`

	// The requested fleet location, expressed as an AWS Region code, such as us-west-2.
	Location *string `min:"1" type:"string"`

	// The current status of updates to the fleet's port settings in the requested
	// fleet location. A status of PENDING_UPDATE indicates that an update was requested
	// for the fleet but has not yet been completed for the location.
	UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetPortSettingsOutput) GoString

GoString returns the string representation

func (*DescribeFleetPortSettingsOutput) SetFleetArn

SetFleetArn sets the FleetArn field's value.

func (*DescribeFleetPortSettingsOutput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeFleetPortSettingsOutput) SetInboundPermissions

SetInboundPermissions sets the InboundPermissions field's value.

func (*DescribeFleetPortSettingsOutput) SetLocation

SetLocation sets the Location field's value.

func (*DescribeFleetPortSettingsOutput) SetUpdateStatus

SetUpdateStatus sets the UpdateStatus field's value.

func (DescribeFleetPortSettingsOutput) String

String returns the string representation

type DescribeFleetUtilizationInput

type DescribeFleetUtilizationInput struct {

	// A unique identifier for the fleet(s) to retrieve utilization data for. You
	// can use either the fleet ID or ARN value. To retrieve attributes for all
	// current fleets, do not include this parameter.
	FleetIds []*string `min:"1" type:"list"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages. This parameter is ignored when
	// the request specifies one or a list of fleet IDs.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value. This parameter
	// is ignored when the request specifies one or a list of fleet IDs.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeFleetUtilizationInput) GoString

GoString returns the string representation

func (*DescribeFleetUtilizationInput) SetFleetIds

SetFleetIds sets the FleetIds field's value.

func (*DescribeFleetUtilizationInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeFleetUtilizationInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeFleetUtilizationInput) String

String returns the string representation

func (*DescribeFleetUtilizationInput) Validate

func (s *DescribeFleetUtilizationInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetUtilizationOutput

type DescribeFleetUtilizationOutput struct {

	// A collection of objects containing utilization information for each requested
	// fleet ID. Utilization objects are returned only for fleets that currently
	// exist.
	FleetUtilization []*FleetUtilization `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeFleetUtilizationOutput) GoString

GoString returns the string representation

func (*DescribeFleetUtilizationOutput) SetFleetUtilization

SetFleetUtilization sets the FleetUtilization field's value.

func (*DescribeFleetUtilizationOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeFleetUtilizationOutput) String

String returns the string representation

type DescribeGameServerGroupInput

type DescribeGameServerGroupInput struct {

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (DescribeGameServerGroupInput) GoString

func (s DescribeGameServerGroupInput) GoString() string

GoString returns the string representation

func (*DescribeGameServerGroupInput) SetGameServerGroupName

SetGameServerGroupName sets the GameServerGroupName field's value.

func (DescribeGameServerGroupInput) String

String returns the string representation

func (*DescribeGameServerGroupInput) Validate

func (s *DescribeGameServerGroupInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeGameServerGroupOutput

type DescribeGameServerGroupOutput struct {

	// An object with the property settings for the requested game server group
	// resource.
	GameServerGroup *GameServerGroup `type:"structure"`
	// contains filtered or unexported fields
}

func (DescribeGameServerGroupOutput) GoString

GoString returns the string representation

func (*DescribeGameServerGroupOutput) SetGameServerGroup

SetGameServerGroup sets the GameServerGroup field's value.

func (DescribeGameServerGroupOutput) String

String returns the string representation

type DescribeGameServerInput

type DescribeGameServerInput struct {

	// A unique identifier for the game server group where the game server is running.
	// Use either the GameServerGroup name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// A custom string that uniquely identifies the game server information to be
	// retrieved.
	//
	// GameServerId is a required field
	GameServerId *string `min:"3" type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (DescribeGameServerInput) GoString

func (s DescribeGameServerInput) GoString() string

GoString returns the string representation

func (*DescribeGameServerInput) SetGameServerGroupName

func (s *DescribeGameServerInput) SetGameServerGroupName(v string) *DescribeGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*DescribeGameServerInput) SetGameServerId

SetGameServerId sets the GameServerId field's value.

func (DescribeGameServerInput) String

func (s DescribeGameServerInput) String() string

String returns the string representation

func (*DescribeGameServerInput) Validate

func (s *DescribeGameServerInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeGameServerInstancesInput

type DescribeGameServerInstancesInput struct {

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs
	// use a 17-character format, for example: i-1234567890abcdef0. To retrieve
	// all instances in the game server group, leave this parameter empty.
	InstanceIds []*string `min:"1" type:"list"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

func (DescribeGameServerInstancesInput) GoString

GoString returns the string representation

func (*DescribeGameServerInstancesInput) SetGameServerGroupName

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*DescribeGameServerInstancesInput) SetInstanceIds

SetInstanceIds sets the InstanceIds field's value.

func (*DescribeGameServerInstancesInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeGameServerInstancesInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeGameServerInstancesInput) String

String returns the string representation

func (*DescribeGameServerInstancesInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type DescribeGameServerInstancesOutput

type DescribeGameServerInstancesOutput struct {

	// The collection of requested game server instances.
	GameServerInstances []*GameServerInstance `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

func (DescribeGameServerInstancesOutput) GoString

GoString returns the string representation

func (*DescribeGameServerInstancesOutput) SetGameServerInstances

SetGameServerInstances sets the GameServerInstances field's value.

func (*DescribeGameServerInstancesOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeGameServerInstancesOutput) String

String returns the string representation

type DescribeGameServerOutput

type DescribeGameServerOutput struct {

	// Object that describes the requested game server.
	GameServer *GameServer `type:"structure"`
	// contains filtered or unexported fields
}

func (DescribeGameServerOutput) GoString

func (s DescribeGameServerOutput) GoString() string

GoString returns the string representation

func (*DescribeGameServerOutput) SetGameServer

SetGameServer sets the GameServer field's value.

func (DescribeGameServerOutput) String

func (s DescribeGameServerOutput) String() string

String returns the string representation

type DescribeGameSessionDetailsInput

type DescribeGameSessionDetailsInput struct {

	// A unique identifier for the alias associated with the fleet to retrieve all
	// game sessions for. You can use either the alias ID or ARN value.
	AliasId *string `type:"string"`

	// A unique identifier for the fleet to retrieve all game sessions active on
	// the fleet. You can use either the fleet ID or ARN value.
	FleetId *string `type:"string"`

	// A unique identifier for the game session to retrieve.
	GameSessionId *string `min:"1" type:"string"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A fleet location to get game sessions for. You can specify a fleet's home
	// Region or a remote location. Use the AWS Region code format, such as us-west-2.
	Location *string `min:"1" type:"string"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Game session status to filter results on. Possible game session statuses
	// include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are
	// transitory).
	StatusFilter *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeGameSessionDetailsInput) GoString

GoString returns the string representation

func (*DescribeGameSessionDetailsInput) SetAliasId

SetAliasId sets the AliasId field's value.

func (*DescribeGameSessionDetailsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeGameSessionDetailsInput) SetGameSessionId

SetGameSessionId sets the GameSessionId field's value.

func (*DescribeGameSessionDetailsInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeGameSessionDetailsInput) SetLocation

SetLocation sets the Location field's value.

func (*DescribeGameSessionDetailsInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (*DescribeGameSessionDetailsInput) SetStatusFilter

SetStatusFilter sets the StatusFilter field's value.

func (DescribeGameSessionDetailsInput) String

String returns the string representation

func (*DescribeGameSessionDetailsInput) Validate

func (s *DescribeGameSessionDetailsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeGameSessionDetailsOutput

type DescribeGameSessionDetailsOutput struct {

	// A collection of properties for each game session that matches the request.
	GameSessionDetails []*GameSessionDetail `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeGameSessionDetailsOutput) GoString

GoString returns the string representation

func (*DescribeGameSessionDetailsOutput) SetGameSessionDetails

SetGameSessionDetails sets the GameSessionDetails field's value.

func (*DescribeGameSessionDetailsOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionDetailsOutput) String

String returns the string representation

type DescribeGameSessionPlacementInput

type DescribeGameSessionPlacementInput struct {

	// A unique identifier for a game session placement to retrieve.
	//
	// PlacementId is a required field
	PlacementId *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeGameSessionPlacementInput) GoString

GoString returns the string representation

func (*DescribeGameSessionPlacementInput) SetPlacementId

SetPlacementId sets the PlacementId field's value.

func (DescribeGameSessionPlacementInput) String

String returns the string representation

func (*DescribeGameSessionPlacementInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type DescribeGameSessionPlacementOutput

type DescribeGameSessionPlacementOutput struct {

	// Object that describes the requested game session placement.
	GameSessionPlacement *GameSessionPlacement `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeGameSessionPlacementOutput) GoString

GoString returns the string representation

func (*DescribeGameSessionPlacementOutput) SetGameSessionPlacement

SetGameSessionPlacement sets the GameSessionPlacement field's value.

func (DescribeGameSessionPlacementOutput) String

String returns the string representation

type DescribeGameSessionQueuesInput

type DescribeGameSessionQueuesInput struct {

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages. You can request up to 50 results.
	Limit *int64 `min:"1" type:"integer"`

	// A list of queue names to retrieve information for. You can use either the
	// queue ID or ARN value. To request settings for all queues, leave this parameter
	// empty.
	Names []*string `type:"list"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeGameSessionQueuesInput) GoString

GoString returns the string representation

func (*DescribeGameSessionQueuesInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeGameSessionQueuesInput) SetNames

SetNames sets the Names field's value.

func (*DescribeGameSessionQueuesInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionQueuesInput) String

String returns the string representation

func (*DescribeGameSessionQueuesInput) Validate

func (s *DescribeGameSessionQueuesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeGameSessionQueuesOutput

type DescribeGameSessionQueuesOutput struct {

	// A collection of objects that describe the requested game session queues.
	GameSessionQueues []*GameSessionQueue `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeGameSessionQueuesOutput) GoString

GoString returns the string representation

func (*DescribeGameSessionQueuesOutput) SetGameSessionQueues

SetGameSessionQueues sets the GameSessionQueues field's value.

func (*DescribeGameSessionQueuesOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionQueuesOutput) String

String returns the string representation

type DescribeGameSessionsInput

type DescribeGameSessionsInput struct {

	// A unique identifier for the alias associated with the fleet to retrieve game
	// sessions for. You can use either the alias ID or ARN value.
	AliasId *string `type:"string"`

	// A unique identifier for the fleet to retrieve game sessions for. You can
	// use either the fleet ID or ARN value.
	FleetId *string `type:"string"`

	// A unique identifier for the game session to retrieve.
	GameSessionId *string `min:"1" type:"string"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A fleet location to get game session details for. You can specify a fleet's
	// home Region or a remote location. Use the AWS Region code format, such as
	// us-west-2.
	Location *string `min:"1" type:"string"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Game session status to filter results on. You can filter on the following
	// states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are
	// transitory and used for only very brief periods of time.
	StatusFilter *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeGameSessionsInput) GoString

func (s DescribeGameSessionsInput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionsInput) SetAliasId

SetAliasId sets the AliasId field's value.

func (*DescribeGameSessionsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeGameSessionsInput) SetGameSessionId

SetGameSessionId sets the GameSessionId field's value.

func (*DescribeGameSessionsInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeGameSessionsInput) SetLocation

SetLocation sets the Location field's value.

func (*DescribeGameSessionsInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (*DescribeGameSessionsInput) SetStatusFilter

SetStatusFilter sets the StatusFilter field's value.

func (DescribeGameSessionsInput) String

func (s DescribeGameSessionsInput) String() string

String returns the string representation

func (*DescribeGameSessionsInput) Validate

func (s *DescribeGameSessionsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeGameSessionsOutput

type DescribeGameSessionsOutput struct {

	// A collection of properties for each game session that matches the request.
	GameSessions []*GameSession `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeGameSessionsOutput) GoString

func (s DescribeGameSessionsOutput) GoString() string

GoString returns the string representation

func (*DescribeGameSessionsOutput) SetGameSessions

SetGameSessions sets the GameSessions field's value.

func (*DescribeGameSessionsOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeGameSessionsOutput) String

String returns the string representation

type DescribeInstancesInput

type DescribeInstancesInput struct {

	// A unique identifier for the fleet to retrieve instance information for. You
	// can use either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// A unique identifier for an instance to retrieve. Specify an instance ID or
	// leave blank to retrieve all instances in the fleet.
	InstanceId *string `type:"string"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// The name of a location to retrieve instance information for, in the form
	// of an AWS Region code such as us-west-2.
	Location *string `min:"1" type:"string"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeInstancesInput) GoString

func (s DescribeInstancesInput) GoString() string

GoString returns the string representation

func (*DescribeInstancesInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeInstancesInput) SetInstanceId

SetInstanceId sets the InstanceId field's value.

func (*DescribeInstancesInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeInstancesInput) SetLocation

SetLocation sets the Location field's value.

func (*DescribeInstancesInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeInstancesInput) String

func (s DescribeInstancesInput) String() string

String returns the string representation

func (*DescribeInstancesInput) Validate

func (s *DescribeInstancesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeInstancesOutput

type DescribeInstancesOutput struct {

	// A collection of objects containing properties for each instance returned.
	Instances []*Instance `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeInstancesOutput) GoString

func (s DescribeInstancesOutput) GoString() string

GoString returns the string representation

func (*DescribeInstancesOutput) SetInstances

SetInstances sets the Instances field's value.

func (*DescribeInstancesOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeInstancesOutput) String

func (s DescribeInstancesOutput) String() string

String returns the string representation

type DescribeMatchmakingConfigurationsInput

type DescribeMatchmakingConfigurationsInput struct {

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages. This parameter is limited to
	// 10.
	Limit *int64 `min:"1" type:"integer"`

	// A unique identifier for the matchmaking configuration(s) to retrieve. You
	// can use either the configuration name or ARN value. To request all existing
	// configurations, leave this parameter empty.
	Names []*string `type:"list"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// A unique identifier for the matchmaking rule set. You can use either the
	// rule set name or ARN value. Use this parameter to retrieve all matchmaking
	// configurations that use this rule set.
	RuleSetName *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeMatchmakingConfigurationsInput) GoString

GoString returns the string representation

func (*DescribeMatchmakingConfigurationsInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeMatchmakingConfigurationsInput) SetNames

SetNames sets the Names field's value.

func (*DescribeMatchmakingConfigurationsInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (*DescribeMatchmakingConfigurationsInput) SetRuleSetName

SetRuleSetName sets the RuleSetName field's value.

func (DescribeMatchmakingConfigurationsInput) String

String returns the string representation

func (*DescribeMatchmakingConfigurationsInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type DescribeMatchmakingConfigurationsOutput

type DescribeMatchmakingConfigurationsOutput struct {

	// A collection of requested matchmaking configurations.
	Configurations []*MatchmakingConfiguration `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeMatchmakingConfigurationsOutput) GoString

GoString returns the string representation

func (*DescribeMatchmakingConfigurationsOutput) SetConfigurations

SetConfigurations sets the Configurations field's value.

func (*DescribeMatchmakingConfigurationsOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeMatchmakingConfigurationsOutput) String

String returns the string representation

type DescribeMatchmakingInput

type DescribeMatchmakingInput struct {

	// A unique identifier for a matchmaking ticket. You can include up to 10 ID
	// values.
	//
	// TicketIds is a required field
	TicketIds []*string `type:"list" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeMatchmakingInput) GoString

func (s DescribeMatchmakingInput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingInput) SetTicketIds

SetTicketIds sets the TicketIds field's value.

func (DescribeMatchmakingInput) String

func (s DescribeMatchmakingInput) String() string

String returns the string representation

func (*DescribeMatchmakingInput) Validate

func (s *DescribeMatchmakingInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeMatchmakingOutput

type DescribeMatchmakingOutput struct {

	// A collection of existing matchmaking ticket objects matching the request.
	TicketList []*MatchmakingTicket `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeMatchmakingOutput) GoString

func (s DescribeMatchmakingOutput) GoString() string

GoString returns the string representation

func (*DescribeMatchmakingOutput) SetTicketList

SetTicketList sets the TicketList field's value.

func (DescribeMatchmakingOutput) String

func (s DescribeMatchmakingOutput) String() string

String returns the string representation

type DescribeMatchmakingRuleSetsInput

type DescribeMatchmakingRuleSetsInput struct {

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A list of one or more matchmaking rule set names to retrieve details for.
	// (Note: The rule set name is different from the optional "name" field in the
	// rule set body.) You can use either the rule set name or ARN value.
	Names []*string `min:"1" type:"list"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeMatchmakingRuleSetsInput) GoString

GoString returns the string representation

func (*DescribeMatchmakingRuleSetsInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeMatchmakingRuleSetsInput) SetNames

SetNames sets the Names field's value.

func (*DescribeMatchmakingRuleSetsInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (DescribeMatchmakingRuleSetsInput) String

String returns the string representation

func (*DescribeMatchmakingRuleSetsInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type DescribeMatchmakingRuleSetsOutput

type DescribeMatchmakingRuleSetsOutput struct {

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`

	// A collection of requested matchmaking rule set objects.
	//
	// RuleSets is a required field
	RuleSets []*MatchmakingRuleSet `type:"list" required:"true"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeMatchmakingRuleSetsOutput) GoString

GoString returns the string representation

func (*DescribeMatchmakingRuleSetsOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (*DescribeMatchmakingRuleSetsOutput) SetRuleSets

SetRuleSets sets the RuleSets field's value.

func (DescribeMatchmakingRuleSetsOutput) String

String returns the string representation

type DescribePlayerSessionsInput

type DescribePlayerSessionsInput struct {

	// A unique identifier for the game session to retrieve player sessions for.
	GameSessionId *string `min:"1" type:"string"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages. If a player session ID is specified,
	// this parameter is ignored.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value. If a player
	// session ID is specified, this parameter is ignored.
	NextToken *string `min:"1" type:"string"`

	// A unique identifier for a player to retrieve player sessions for.
	PlayerId *string `min:"1" type:"string"`

	// A unique identifier for a player session to retrieve.
	PlayerSessionId *string `type:"string"`

	// Player session status to filter results on.
	//
	// Possible player session statuses include the following:
	//
	//    * RESERVED -- The player session request has been received, but the player
	//    has not yet connected to the server process and/or been validated.
	//
	//    * ACTIVE -- The player has been validated by the server process and is
	//    currently connected.
	//
	//    * COMPLETED -- The player connection has been dropped.
	//
	//    * TIMEDOUT -- A player session request was received, but the player did
	//    not connect and/or was not validated within the timeout limit (60 seconds).
	PlayerSessionStatusFilter *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribePlayerSessionsInput) GoString

func (s DescribePlayerSessionsInput) GoString() string

GoString returns the string representation

func (*DescribePlayerSessionsInput) SetGameSessionId

SetGameSessionId sets the GameSessionId field's value.

func (*DescribePlayerSessionsInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribePlayerSessionsInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (*DescribePlayerSessionsInput) SetPlayerId

SetPlayerId sets the PlayerId field's value.

func (*DescribePlayerSessionsInput) SetPlayerSessionId

SetPlayerSessionId sets the PlayerSessionId field's value.

func (*DescribePlayerSessionsInput) SetPlayerSessionStatusFilter

func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput

SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value.

func (DescribePlayerSessionsInput) String

String returns the string representation

func (*DescribePlayerSessionsInput) Validate

func (s *DescribePlayerSessionsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribePlayerSessionsOutput

type DescribePlayerSessionsOutput struct {

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`

	// A collection of objects containing properties for each player session that
	// matches the request.
	PlayerSessions []*PlayerSession `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribePlayerSessionsOutput) GoString

func (s DescribePlayerSessionsOutput) GoString() string

GoString returns the string representation

func (*DescribePlayerSessionsOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (*DescribePlayerSessionsOutput) SetPlayerSessions

SetPlayerSessions sets the PlayerSessions field's value.

func (DescribePlayerSessionsOutput) String

String returns the string representation

type DescribeRuntimeConfigurationInput

type DescribeRuntimeConfigurationInput struct {

	// A unique identifier for the fleet to get the runtime configuration for. You
	// can use either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeRuntimeConfigurationInput) GoString

GoString returns the string representation

func (*DescribeRuntimeConfigurationInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (DescribeRuntimeConfigurationInput) String

String returns the string representation

func (*DescribeRuntimeConfigurationInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type DescribeRuntimeConfigurationOutput

type DescribeRuntimeConfigurationOutput struct {

	// Instructions that describe how server processes should be launched and maintained
	// on each instance in the fleet.
	RuntimeConfiguration *RuntimeConfiguration `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeRuntimeConfigurationOutput) GoString

GoString returns the string representation

func (*DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (DescribeRuntimeConfigurationOutput) String

String returns the string representation

type DescribeScalingPoliciesInput

type DescribeScalingPoliciesInput struct {

	// A unique identifier for the fleet to retrieve scaling policies for. You can
	// use either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// CONTENT TODO
	Location *string `min:"1" type:"string"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Scaling policy status to filter results on. A scaling policy is only in force
	// when in an ACTIVE status.
	//
	//    * ACTIVE -- The scaling policy is currently in force.
	//
	//    * UPDATEREQUESTED -- A request to update the scaling policy has been received.
	//
	//    * UPDATING -- A change is being made to the scaling policy.
	//
	//    * DELETEREQUESTED -- A request to delete the scaling policy has been received.
	//
	//    * DELETING -- The scaling policy is being deleted.
	//
	//    * DELETED -- The scaling policy has been deleted.
	//
	//    * ERROR -- An error occurred in creating the policy. It should be removed
	//    and recreated.
	StatusFilter *string `type:"string" enum:"ScalingStatusType"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeScalingPoliciesInput) GoString

func (s DescribeScalingPoliciesInput) GoString() string

GoString returns the string representation

func (*DescribeScalingPoliciesInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*DescribeScalingPoliciesInput) SetLimit

SetLimit sets the Limit field's value.

func (*DescribeScalingPoliciesInput) SetLocation

SetLocation sets the Location field's value.

func (*DescribeScalingPoliciesInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (*DescribeScalingPoliciesInput) SetStatusFilter

SetStatusFilter sets the StatusFilter field's value.

func (DescribeScalingPoliciesInput) String

String returns the string representation

func (*DescribeScalingPoliciesInput) Validate

func (s *DescribeScalingPoliciesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeScalingPoliciesOutput

type DescribeScalingPoliciesOutput struct {

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`

	// A collection of objects containing the scaling policies matching the request.
	ScalingPolicies []*ScalingPolicy `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeScalingPoliciesOutput) GoString

GoString returns the string representation

func (*DescribeScalingPoliciesOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (*DescribeScalingPoliciesOutput) SetScalingPolicies

SetScalingPolicies sets the ScalingPolicies field's value.

func (DescribeScalingPoliciesOutput) String

String returns the string representation

type DescribeScriptInput

type DescribeScriptInput struct {

	// A unique identifier for the Realtime script to retrieve properties for. You
	// can use either the script ID or ARN value.
	//
	// ScriptId is a required field
	ScriptId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (DescribeScriptInput) GoString

func (s DescribeScriptInput) GoString() string

GoString returns the string representation

func (*DescribeScriptInput) SetScriptId

func (s *DescribeScriptInput) SetScriptId(v string) *DescribeScriptInput

SetScriptId sets the ScriptId field's value.

func (DescribeScriptInput) String

func (s DescribeScriptInput) String() string

String returns the string representation

func (*DescribeScriptInput) Validate

func (s *DescribeScriptInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeScriptOutput

type DescribeScriptOutput struct {

	// A set of properties describing the requested script.
	Script *Script `type:"structure"`
	// contains filtered or unexported fields
}

func (DescribeScriptOutput) GoString

func (s DescribeScriptOutput) GoString() string

GoString returns the string representation

func (*DescribeScriptOutput) SetScript

SetScript sets the Script field's value.

func (DescribeScriptOutput) String

func (s DescribeScriptOutput) String() string

String returns the string representation

type DescribeVpcPeeringAuthorizationsInput

type DescribeVpcPeeringAuthorizationsInput struct {
	// contains filtered or unexported fields
}

func (DescribeVpcPeeringAuthorizationsInput) GoString

GoString returns the string representation

func (DescribeVpcPeeringAuthorizationsInput) String

String returns the string representation

type DescribeVpcPeeringAuthorizationsOutput

type DescribeVpcPeeringAuthorizationsOutput struct {

	// A collection of objects that describe all valid VPC peering operations for
	// the current AWS account.
	VpcPeeringAuthorizations []*VpcPeeringAuthorization `type:"list"`
	// contains filtered or unexported fields
}

func (DescribeVpcPeeringAuthorizationsOutput) GoString

GoString returns the string representation

func (*DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations

SetVpcPeeringAuthorizations sets the VpcPeeringAuthorizations field's value.

func (DescribeVpcPeeringAuthorizationsOutput) String

String returns the string representation

type DescribeVpcPeeringConnectionsInput

type DescribeVpcPeeringConnectionsInput struct {

	// A unique identifier for the fleet. You can use either the fleet ID or ARN
	// value.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (DescribeVpcPeeringConnectionsInput) GoString

GoString returns the string representation

func (*DescribeVpcPeeringConnectionsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (DescribeVpcPeeringConnectionsInput) String

String returns the string representation

type DescribeVpcPeeringConnectionsOutput

type DescribeVpcPeeringConnectionsOutput struct {

	// A collection of VPC peering connection records that match the request.
	VpcPeeringConnections []*VpcPeeringConnection `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (DescribeVpcPeeringConnectionsOutput) GoString

GoString returns the string representation

func (*DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections

SetVpcPeeringConnections sets the VpcPeeringConnections field's value.

func (DescribeVpcPeeringConnectionsOutput) String

String returns the string representation

type DesiredPlayerSession

type DesiredPlayerSession struct {

	// Developer-defined information related to a player. GameLift does not use
	// this data, so it can be formatted as needed for use in the game.
	PlayerData *string `min:"1" type:"string"`

	// A unique identifier for a player to associate with the player session.
	PlayerId *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.

func (DesiredPlayerSession) GoString

func (s DesiredPlayerSession) GoString() string

GoString returns the string representation

func (*DesiredPlayerSession) SetPlayerData

func (s *DesiredPlayerSession) SetPlayerData(v string) *DesiredPlayerSession

SetPlayerData sets the PlayerData field's value.

func (*DesiredPlayerSession) SetPlayerId

SetPlayerId sets the PlayerId field's value.

func (DesiredPlayerSession) String

func (s DesiredPlayerSession) String() string

String returns the string representation

func (*DesiredPlayerSession) Validate

func (s *DesiredPlayerSession) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type EC2InstanceCounts

type EC2InstanceCounts struct {

	// Actual number of instances that are ready to host game sessions.
	ACTIVE *int64 `type:"integer"`

	// Ideal number of active instances. GameLift will always try to maintain the
	// desired number of instances. Capacity is scaled up or down by changing the
	// desired instances.
	DESIRED *int64 `type:"integer"`

	// Number of active instances that are not currently hosting a game session.
	IDLE *int64 `type:"integer"`

	// The maximum instance count value allowed.
	MAXIMUM *int64 `type:"integer"`

	// The minimum instance count value allowed.
	MINIMUM *int64 `type:"integer"`

	// Number of instances that are starting but not yet active.
	PENDING *int64 `type:"integer"`

	// Number of instances that are no longer active but haven't yet been terminated.
	TERMINATING *int64 `type:"integer"`
	// contains filtered or unexported fields
}

Resource capacity settings. Fleet capacity is measured in EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.

EC2 instance counts are part of FleetCapacity.

func (EC2InstanceCounts) GoString

func (s EC2InstanceCounts) GoString() string

GoString returns the string representation

func (*EC2InstanceCounts) SetACTIVE

func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts

SetACTIVE sets the ACTIVE field's value.

func (*EC2InstanceCounts) SetDESIRED

func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts

SetDESIRED sets the DESIRED field's value.

func (*EC2InstanceCounts) SetIDLE

func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts

SetIDLE sets the IDLE field's value.

func (*EC2InstanceCounts) SetMAXIMUM

func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts

SetMAXIMUM sets the MAXIMUM field's value.

func (*EC2InstanceCounts) SetMINIMUM

func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts

SetMINIMUM sets the MINIMUM field's value.

func (*EC2InstanceCounts) SetPENDING

func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts

SetPENDING sets the PENDING field's value.

func (*EC2InstanceCounts) SetTERMINATING

func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts

SetTERMINATING sets the TERMINATING field's value.

func (EC2InstanceCounts) String

func (s EC2InstanceCounts) String() string

String returns the string representation

type EC2InstanceLimit

type EC2InstanceLimit struct {

	// The number of instances for the specified type and location that are currently
	// being used by the AWS account.
	CurrentInstances *int64 `type:"integer"`

	// The name of an EC2 instance type. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/)
	// for detailed descriptions.
	EC2InstanceType *string `type:"string" enum:"EC2InstanceType"`

	// The number of instances that is allowed for the specified instance type and
	// location.
	InstanceLimit *int64 `type:"integer"`

	// An AWS Region code, such as us-west-2.
	Location *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

The GameLift service limits for an EC2 instance type and current utilization. GameLift allows AWS accounts a maximum number of instances, per instance type, per AWS Region or location, for use with GameLift. You can request an limit increase for your account by using the Service limits page in the GameLift console.

DescribeEC2InstanceLimits

func (EC2InstanceLimit) GoString

func (s EC2InstanceLimit) GoString() string

GoString returns the string representation

func (*EC2InstanceLimit) SetCurrentInstances

func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit

SetCurrentInstances sets the CurrentInstances field's value.

func (*EC2InstanceLimit) SetEC2InstanceType

func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit

SetEC2InstanceType sets the EC2InstanceType field's value.

func (*EC2InstanceLimit) SetInstanceLimit

func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit

SetInstanceLimit sets the InstanceLimit field's value.

func (*EC2InstanceLimit) SetLocation

func (s *EC2InstanceLimit) SetLocation(v string) *EC2InstanceLimit

SetLocation sets the Location field's value.

func (EC2InstanceLimit) String

func (s EC2InstanceLimit) String() string

String returns the string representation

type Event

type Event struct {

	// The type of event being logged.
	//
	// Fleet creation events (ordered by fleet creation activity):
	//
	//    * FLEET_CREATED -- A fleet resource was successfully created with a status
	//    of NEW. Event messaging includes the fleet ID.
	//
	//    * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING.
	//    The compressed build has started downloading to a fleet instance for installation.
	//
	//    * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the
	//    fleet instance.
	//
	//    * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully
	//    downloaded to an instance, and the build files are now being extracted
	//    from the uploaded build and saved to an instance. Failure at this stage
	//    prevents a fleet from moving to ACTIVE status. Logs for this stage display
	//    a list of the files that are extracted and saved on the instance. Access
	//    the logs by using the URL in PreSignedLogUrl.
	//
	//    * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were
	//    successfully extracted, and the GameLift is now running the build's install
	//    script (if one is included). Failure in this stage prevents a fleet from
	//    moving to ACTIVE status. Logs for this stage list the installation steps
	//    and whether or not the install completed successfully. Access the logs
	//    by using the URL in PreSignedLogUrl.
	//
	//    * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
	//    and the GameLift is now verifying that the game server launch paths, which
	//    are specified in the fleet's runtime configuration, exist. If any listed
	//    launch path exists, GameLift tries to launch a game server process and
	//    waits for the process to report ready. Failures in this stage prevent
	//    a fleet from moving to ACTIVE status. Logs for this stage list the launch
	//    paths in the runtime configuration and indicate whether each is found.
	//    Access the logs by using the URL in PreSignedLogUrl.
	//
	//    * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING.
	//
	//    * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
	//    configuration failed because the executable specified in a launch path
	//    does not exist on the instance.
	//
	//    * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING.
	//
	//    * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
	//    configuration failed because the executable specified in a launch path
	//    failed to run on the fleet instance.
	//
	//    * FLEET_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. Learn more
	//    at Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation)
	//
	//    * 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 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 https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
	//    (https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html)
	//
	//    * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully
	//    deleted.
	//
	// Spot instance events:
	//
	//    * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with
	//    a two-minute notification.
	//
	// Other fleet events:
	//
	//    * FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings
	//    (desired instances, minimum/maximum scaling limits). Event messaging includes
	//    the new capacity settings.
	//
	//    * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made
	//    to the fleet's game session protection policy setting. Event messaging
	//    includes both the old and new policy setting.
	//
	//    * FLEET_DELETED -- A request to delete a fleet was initiated.
	//
	//    * GENERIC_EVENT -- An unspecified event has occurred.
	EventCode *string `type:"string" enum:"EventCode"`

	// A unique identifier for a fleet event.
	EventId *string `min:"1" type:"string"`

	// Time stamp indicating when this event occurred. Format is a number expressed
	// in Unix time as milliseconds (for example "1469498468.057").
	EventTime *time.Time `type:"timestamp"`

	// Additional information related to the event.
	Message *string `min:"1" type:"string"`

	// Location of stored logs with additional detail that is related to the event.
	// This is useful for debugging issues. The URL is valid for 15 minutes. You
	// can also access fleet creation logs through the GameLift console.
	PreSignedLogUrl *string `min:"1" type:"string"`

	// A unique identifier for an event resource, such as a fleet ID.
	ResourceId *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Log entry describing an event that involves GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

DescribeFleetEvents

func (Event) GoString

func (s Event) GoString() string

GoString returns the string representation

func (*Event) SetEventCode

func (s *Event) SetEventCode(v string) *Event

SetEventCode sets the EventCode field's value.

func (*Event) SetEventId

func (s *Event) SetEventId(v string) *Event

SetEventId sets the EventId field's value.

func (*Event) SetEventTime

func (s *Event) SetEventTime(v time.Time) *Event

SetEventTime sets the EventTime field's value.

func (*Event) SetMessage

func (s *Event) SetMessage(v string) *Event

SetMessage sets the Message field's value.

func (*Event) SetPreSignedLogUrl

func (s *Event) SetPreSignedLogUrl(v string) *Event

SetPreSignedLogUrl sets the PreSignedLogUrl field's value.

func (*Event) SetResourceId

func (s *Event) SetResourceId(v string) *Event

SetResourceId sets the ResourceId field's value.

func (Event) String

func (s Event) String() string

String returns the string representation

type FilterConfiguration

type FilterConfiguration struct {

	// A list of locations to allow game session placement in, in the form of AWS
	// Region codes such as us-west-2.
	AllowedLocations []*string `min:"1" type:"list"`
	// contains filtered or unexported fields
}

A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations.

Filter configurations are part of a GameSessionQueue.

func (FilterConfiguration) GoString

func (s FilterConfiguration) GoString() string

GoString returns the string representation

func (*FilterConfiguration) SetAllowedLocations

func (s *FilterConfiguration) SetAllowedLocations(v []*string) *FilterConfiguration

SetAllowedLocations sets the AllowedLocations field's value.

func (FilterConfiguration) String

func (s FilterConfiguration) String() string

String returns the string representation

func (*FilterConfiguration) Validate

func (s *FilterConfiguration) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type FleetAttributes

type FleetAttributes struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// associated with the GameLift build resource that is deployed on instances
	// in this fleet. In a GameLift build ARN, the resource ID matches the BuildId
	// value.
	BuildArn *string `type:"string"`

	// A unique identifier for the build resource that is deployed on instances
	// in this fleet.
	BuildId *string `type:"string"`

	// Indicates whether a TLS/SSL certificate was generated for the fleet.
	CertificateConfiguration *CertificateConfiguration `type:"structure"`

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// A human-readable description of the fleet.
	Description *string `min:"1" type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	// In a GameLift fleet ARN, the resource ID matches the FleetId value.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet.
	FleetId *string `type:"string"`

	// The kind of instances, On-Demand or Spot, that this fleet uses.
	FleetType *string `type:"string" enum:"FleetType"`

	// A unique identifier for an AWS IAM role that manages access to your AWS services.
	// With an instance role ARN set, any application that runs on an instance in
	// this fleet can assume the role, including install scripts, server processes,
	// and daemons (background processes). Create a role or look up a role's ARN
	// by using the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS
	// Management Console. Learn more about using on-box credentials for your game
	// servers at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html).
	InstanceRoleArn *string `min:"1" type:"string"`

	// The EC2 instance type that determines the computing resources of each instance
	// in the fleet. Instance type defines the CPU, memory, storage, and networking
	// capacity. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/)
	// for detailed descriptions.
	InstanceType *string `type:"string" enum:"EC2InstanceType"`

	// This parameter is no longer used. Game session log paths are now defined
	// using the GameLift server API ProcessReady() logParameters. See more information
	// in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process).
	LogPaths []*string `type:"list"`

	// Name of a metric group that metrics for this fleet are added to. In Amazon
	// CloudWatch, you can view aggregated metrics for fleets that are in a metric
	// group. A fleet can be included in only one metric group at a time.
	MetricGroups []*string `type:"list"`

	// A descriptive label that is associated with a fleet. Fleet names do not need
	// to be unique.
	Name *string `min:"1" type:"string"`

	// The type of game session protection to set on all new instances that are
	// started in the fleet.
	//
	//    * NoProtection -- The game session can be terminated during a scale-down
	//    event.
	//
	//    * FullProtection -- If the game session is in an ACTIVE status, it cannot
	//    be terminated during a scale-down event.
	NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`

	// The operating system of the fleet's computing resources. A fleet's operating
	// system is determined by the OS of the build or script that is deployed on
	// this fleet.
	OperatingSystem *string `type:"string" enum:"OperatingSystem"`

	// The fleet policy that limits the number of game sessions an individual player
	// can create over a span of time.
	ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// associated with the GameLift script resource that is deployed on instances
	// in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId
	// value.
	ScriptArn *string `type:"string"`

	// A unique identifier for the Realtime script resource that is deployed on
	// instances in this fleet.
	ScriptId *string `type:"string"`

	// This parameter is no longer used. Server launch parameters are now defined
	// using the fleet's RuntimeConfiguration parameter. Requests that use this
	// parameter instead continue to be valid.
	ServerLaunchParameters *string `min:"1" type:"string"`

	// This parameter is no longer used. Server launch paths are now defined using
	// the fleet's RuntimeConfiguration parameter. Requests that use this parameter
	// instead continue to be valid.
	ServerLaunchPath *string `min:"1" type:"string"`

	// Current status of the fleet. Possible fleet statuses include the following:
	//
	//    * NEW -- A new fleet has been defined and desired instances is set to
	//    1.
	//
	//    * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- GameLift is setting up
	//    the new fleet, creating new instances with the game build or Realtime
	//    script and starting server processes.
	//
	//    * ACTIVE -- Hosts can now accept game sessions.
	//
	//    * ERROR -- An error occurred when downloading, validating, building, or
	//    activating the fleet.
	//
	//    * DELETING -- Hosts are responding to a delete fleet request.
	//
	//    * TERMINATED -- The fleet no longer exists.
	Status *string `type:"string" enum:"FleetStatus"`

	// A list of fleet activity that has been suspended using StopFleetActions.
	// This includes fleet auto-scaling.
	StoppedActions []*string `min:"1" type:"list"`

	// A time stamp indicating when this data object was terminated. Format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057").
	TerminationTime *time.Time `type:"timestamp"`
	// contains filtered or unexported fields
}

Describes a GameLift fleet of game hosting resources.

CreateFleet | DescribeFleetAttributes

func (FleetAttributes) GoString

func (s FleetAttributes) GoString() string

GoString returns the string representation

func (*FleetAttributes) SetBuildArn

func (s *FleetAttributes) SetBuildArn(v string) *FleetAttributes

SetBuildArn sets the BuildArn field's value.

func (*FleetAttributes) SetBuildId

func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes

SetBuildId sets the BuildId field's value.

func (*FleetAttributes) SetCertificateConfiguration

func (s *FleetAttributes) SetCertificateConfiguration(v *CertificateConfiguration) *FleetAttributes

SetCertificateConfiguration sets the CertificateConfiguration field's value.

func (*FleetAttributes) SetCreationTime

func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes

SetCreationTime sets the CreationTime field's value.

func (*FleetAttributes) SetDescription

func (s *FleetAttributes) SetDescription(v string) *FleetAttributes

SetDescription sets the Description field's value.

func (*FleetAttributes) SetFleetArn

func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes

SetFleetArn sets the FleetArn field's value.

func (*FleetAttributes) SetFleetId

func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes

SetFleetId sets the FleetId field's value.

func (*FleetAttributes) SetFleetType

func (s *FleetAttributes) SetFleetType(v string) *FleetAttributes

SetFleetType sets the FleetType field's value.

func (*FleetAttributes) SetInstanceRoleArn

func (s *FleetAttributes) SetInstanceRoleArn(v string) *FleetAttributes

SetInstanceRoleArn sets the InstanceRoleArn field's value.

func (*FleetAttributes) SetInstanceType

func (s *FleetAttributes) SetInstanceType(v string) *FleetAttributes

SetInstanceType sets the InstanceType field's value.

func (*FleetAttributes) SetLogPaths

func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes

SetLogPaths sets the LogPaths field's value.

func (*FleetAttributes) SetMetricGroups

func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes

SetMetricGroups sets the MetricGroups field's value.

func (*FleetAttributes) SetName

func (s *FleetAttributes) SetName(v string) *FleetAttributes

SetName sets the Name field's value.

func (*FleetAttributes) SetNewGameSessionProtectionPolicy

func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes

SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.

func (*FleetAttributes) SetOperatingSystem

func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes

SetOperatingSystem sets the OperatingSystem field's value.

func (*FleetAttributes) SetResourceCreationLimitPolicy

func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes

SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.

func (*FleetAttributes) SetScriptArn

func (s *FleetAttributes) SetScriptArn(v string) *FleetAttributes

SetScriptArn sets the ScriptArn field's value.

func (*FleetAttributes) SetScriptId

func (s *FleetAttributes) SetScriptId(v string) *FleetAttributes

SetScriptId sets the ScriptId field's value.

func (*FleetAttributes) SetServerLaunchParameters

func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes

SetServerLaunchParameters sets the ServerLaunchParameters field's value.

func (*FleetAttributes) SetServerLaunchPath

func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes

SetServerLaunchPath sets the ServerLaunchPath field's value.

func (*FleetAttributes) SetStatus

func (s *FleetAttributes) SetStatus(v string) *FleetAttributes

SetStatus sets the Status field's value.

func (*FleetAttributes) SetStoppedActions

func (s *FleetAttributes) SetStoppedActions(v []*string) *FleetAttributes

SetStoppedActions sets the StoppedActions field's value.

func (*FleetAttributes) SetTerminationTime

func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes

SetTerminationTime sets the TerminationTime field's value.

func (FleetAttributes) String

func (s FleetAttributes) String() string

String returns the string representation

type FleetCapacity

type FleetCapacity struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet associated with the location.
	FleetId *string `type:"string"`

	// The current instance count and capacity settings for the fleet location.
	InstanceCounts *EC2InstanceCounts `type:"structure"`

	// The EC2 instance type that is used for all instances in a fleet. The instance
	// type determines the computing resources in use, including CPU, memory, storage,
	// and networking capacity. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/)
	// for detailed descriptions.
	InstanceType *string `type:"string" enum:"EC2InstanceType"`

	// The fleet location for the instance count information, expressed as an AWS
	// Region code, such as us-west-2.
	Location *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity

func (FleetCapacity) GoString

func (s FleetCapacity) GoString() string

GoString returns the string representation

func (*FleetCapacity) SetFleetArn

func (s *FleetCapacity) SetFleetArn(v string) *FleetCapacity

SetFleetArn sets the FleetArn field's value.

func (*FleetCapacity) SetFleetId

func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity

SetFleetId sets the FleetId field's value.

func (*FleetCapacity) SetInstanceCounts

func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity

SetInstanceCounts sets the InstanceCounts field's value.

func (*FleetCapacity) SetInstanceType

func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity

SetInstanceType sets the InstanceType field's value.

func (*FleetCapacity) SetLocation

func (s *FleetCapacity) SetLocation(v string) *FleetCapacity

SetLocation sets the Location field's value.

func (FleetCapacity) String

func (s FleetCapacity) String() string

String returns the string representation

type FleetCapacityExceededException

type FleetCapacityExceededException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.

func (*FleetCapacityExceededException) Code

Code returns the exception type name.

func (*FleetCapacityExceededException) Error

func (FleetCapacityExceededException) GoString

GoString returns the string representation

func (*FleetCapacityExceededException) Message

Message returns the exception's message.

func (*FleetCapacityExceededException) OrigErr

OrigErr always returns nil, satisfies awserr.Error interface.

func (*FleetCapacityExceededException) RequestID

func (s *FleetCapacityExceededException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*FleetCapacityExceededException) StatusCode

func (s *FleetCapacityExceededException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (FleetCapacityExceededException) String

String returns the string representation

type FleetUtilization

type FleetUtilization struct {

	// The number of active game sessions that are currently being hosted across
	// all instances in the fleet location.
	ActiveGameSessionCount *int64 `type:"integer"`

	// The number of server processes in ACTIVE status that are currently running
	// across all instances in the fleet location.
	ActiveServerProcessCount *int64 `type:"integer"`

	// The number of active player sessions that are currently being hosted across
	// all instances in the fleet location.
	CurrentPlayerSessionCount *int64 `type:"integer"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet associated with the location.
	FleetId *string `type:"string"`

	// The fleet location for the fleet utilization information, expressed as an
	// AWS Region code, such as us-west-2.
	Location *string `min:"1" type:"string"`

	// The maximum number of players allowed across all game sessions that are currently
	// being hosted across all instances in the fleet location.
	MaximumPlayerSessionCount *int64 `type:"integer"`
	// contains filtered or unexported fields
}

Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

DescribeFleetUtilization | DescribeFleetLocationUtilization

func (FleetUtilization) GoString

func (s FleetUtilization) GoString() string

GoString returns the string representation

func (*FleetUtilization) SetActiveGameSessionCount

func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization

SetActiveGameSessionCount sets the ActiveGameSessionCount field's value.

func (*FleetUtilization) SetActiveServerProcessCount

func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization

SetActiveServerProcessCount sets the ActiveServerProcessCount field's value.

func (*FleetUtilization) SetCurrentPlayerSessionCount

func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization

SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.

func (*FleetUtilization) SetFleetArn

func (s *FleetUtilization) SetFleetArn(v string) *FleetUtilization

SetFleetArn sets the FleetArn field's value.

func (*FleetUtilization) SetFleetId

func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization

SetFleetId sets the FleetId field's value.

func (*FleetUtilization) SetLocation

func (s *FleetUtilization) SetLocation(v string) *FleetUtilization

SetLocation sets the Location field's value.

func (*FleetUtilization) SetMaximumPlayerSessionCount

func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (FleetUtilization) String

func (s FleetUtilization) String() string

String returns the string representation

type GameLift

type GameLift struct {
	*client.Client
}

GameLift provides the API operation methods for making requests to Amazon GameLift. See this package's package overview docs for details on the service.

GameLift methods are safe to use concurrently. It is not safe to modify mutate any of the struct's properties though.

func New

func New(p client.ConfigProvider, cfgs ...*aws.Config) *GameLift

New creates a new instance of the GameLift client with a session. If additional configuration is needed for the client instance use the optional aws.Config parameter to add your extra config.

Example:

mySession := session.Must(session.NewSession())

// Create a GameLift client from just a session.
svc := gamelift.New(mySession)

// Create a GameLift client with additional configuration
svc := gamelift.New(mySession, aws.NewConfig().WithRegion("us-west-2"))

func (*GameLift) AcceptMatch

func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error)

AcceptMatch API operation for Amazon GameLift.

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Learn more

Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html)

FlexMatch events (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html)
(reference)

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation AcceptMatch for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch

func (*GameLift) AcceptMatchRequest

func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput)

AcceptMatchRequest generates a "aws/request.Request" representing the client's request for the AcceptMatch operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See AcceptMatch for more information on using the AcceptMatch API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the AcceptMatchRequest method.
req, resp := client.AcceptMatchRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch

func (*GameLift) AcceptMatchWithContext

func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error)

AcceptMatchWithContext is the same as AcceptMatch with the addition of the ability to pass a context and additional request options.

See AcceptMatch for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ClaimGameServer

func (c *GameLift) ClaimGameServer(input *ClaimGameServerInput) (*ClaimGameServerOutput, error)

ClaimGameServer API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server.

To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information.

When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED (using UpdateGameServer) once players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable.

If you try to claim a specific game server, this request will fail in the following cases:

  • If the game server utilization status is UTILIZED.

  • If the game server claim status is CLAIMED.

When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ClaimGameServer for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • OutOfCapacityException The specified game server group has no available game servers to fulfill a ClaimGameServer request. Clients can retry such requests immediately or after a waiting period.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer

func (*GameLift) ClaimGameServerRequest

func (c *GameLift) ClaimGameServerRequest(input *ClaimGameServerInput) (req *request.Request, output *ClaimGameServerOutput)

ClaimGameServerRequest generates a "aws/request.Request" representing the client's request for the ClaimGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ClaimGameServer for more information on using the ClaimGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ClaimGameServerRequest method.
req, resp := client.ClaimGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer

func (*GameLift) ClaimGameServerWithContext

func (c *GameLift) ClaimGameServerWithContext(ctx aws.Context, input *ClaimGameServerInput, opts ...request.Option) (*ClaimGameServerOutput, error)

ClaimGameServerWithContext is the same as ClaimGameServer with the addition of the ability to pass a context and additional request options.

See ClaimGameServer for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateAlias

func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)

CreateAlias API operation for Amazon GameLift.

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateAlias for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias

func (*GameLift) CreateAliasRequest

func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)

CreateAliasRequest generates a "aws/request.Request" representing the client's request for the CreateAlias operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateAlias for more information on using the CreateAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateAliasRequest method.
req, resp := client.CreateAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias

func (*GameLift) CreateAliasWithContext

func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error)

CreateAliasWithContext is the same as CreateAlias with the addition of the ability to pass a context and additional request options.

See CreateAlias for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateBuild

func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)

CreateBuild API operation for Amazon GameLift.

Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift.

When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource.

The CreateBuild operation can used in the following scenarios:

  • To create a new game build with build files that are in an Amazon S3 location under an AWS account that you control. To use this option, you must first give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, call CreateBuild and specify a build name, operating system, and the Amazon S3 storage location of your game build.

  • To directly upload your build files to a GameLift Amazon S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html) in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift Amazon S3 location once only; that can't be updated.

If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it.

Learn more

Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateBuild for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild

func (*GameLift) CreateBuildRequest

func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)

CreateBuildRequest generates a "aws/request.Request" representing the client's request for the CreateBuild operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateBuild for more information on using the CreateBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateBuildRequest method.
req, resp := client.CreateBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild

func (*GameLift) CreateBuildWithContext

func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error)

CreateBuildWithContext is the same as CreateBuild with the addition of the ability to pass a context and additional request options.

See CreateBuild for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateFleet

func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)

CreateFleet API operation for Amazon GameLift.

Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.

Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following AWS Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.

To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.

If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts GameLift to initiate the fleet creation workflow (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creation-workflow.html). You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE, you can set capacity by location using UpdateFleetCapacity.

Learn more

Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Debug fleet creation issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation)

Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateFleet for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet

func (*GameLift) CreateFleetLocations

func (c *GameLift) CreateFleetLocations(input *CreateFleetLocationsInput) (*CreateFleetLocationsOutput, error)

CreateFleetLocations API operation for Amazon GameLift.

Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.

This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in AWS Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021.

To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.

If successful, this operation returns the list of added locations with their status set to NEW. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE, you can adjust the location's capacity as needed with UpdateFleetCapacity.

Learn more

Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateFleetLocations for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidFleetStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocations

func (*GameLift) CreateFleetLocationsRequest

func (c *GameLift) CreateFleetLocationsRequest(input *CreateFleetLocationsInput) (req *request.Request, output *CreateFleetLocationsOutput)

CreateFleetLocationsRequest generates a "aws/request.Request" representing the client's request for the CreateFleetLocations operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateFleetLocations for more information on using the CreateFleetLocations API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateFleetLocationsRequest method.
req, resp := client.CreateFleetLocationsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocations

func (*GameLift) CreateFleetLocationsWithContext

func (c *GameLift) CreateFleetLocationsWithContext(ctx aws.Context, input *CreateFleetLocationsInput, opts ...request.Option) (*CreateFleetLocationsOutput, error)

CreateFleetLocationsWithContext is the same as CreateFleetLocations with the addition of the ability to pass a context and additional request options.

See CreateFleetLocations for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateFleetRequest

func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)

CreateFleetRequest generates a "aws/request.Request" representing the client's request for the CreateFleet operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateFleet for more information on using the CreateFleet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateFleetRequest method.
req, resp := client.CreateFleetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet

func (*GameLift) CreateFleetWithContext

func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error)

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 (*GameLift) CreateGameServerGroup

func (c *GameLift) CreateGameServerGroup(input *CreateGameServerGroupInput) (*CreateGameServerGroupOutput, error)

CreateGameServerGroup API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.

Before creating a new game server group, you must have the following:

To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.

Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateGameServerGroup for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup

func (*GameLift) CreateGameServerGroupRequest

func (c *GameLift) CreateGameServerGroupRequest(input *CreateGameServerGroupInput) (req *request.Request, output *CreateGameServerGroupOutput)

CreateGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the CreateGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameServerGroup for more information on using the CreateGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameServerGroupRequest method.
req, resp := client.CreateGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup

func (*GameLift) CreateGameServerGroupWithContext

func (c *GameLift) CreateGameServerGroupWithContext(ctx aws.Context, input *CreateGameServerGroupInput, opts ...request.Option) (*CreateGameServerGroupOutput, error)

CreateGameServerGroupWithContext is the same as CreateGameServerGroup with the addition of the ability to pass a context and additional request options.

See CreateGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateGameSession

func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)

CreateGameSession API operation for Amazon GameLift.

Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with

with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process.

When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it.

This operation can be used in the following ways:

  • To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration.

  • To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration.

If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in GameLift Local.

Learn more

Start a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateGameSession for usage and error information.

Returned Error Types:

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidFleetStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.

  • TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • FleetCapacityExceededException The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.

  • LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

  • IdempotentParameterMismatchException A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession

func (*GameLift) CreateGameSessionQueue

func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)

CreateGameSessionQueue API operation for Amazon GameLift.

Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.

A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and AWS Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.

The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.

To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity.

If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to the queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.

Learn more

Design a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html)

Create a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html)

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateGameSessionQueue for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue

func (*GameLift) CreateGameSessionQueueRequest

func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput)

CreateGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the CreateGameSessionQueue operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameSessionQueue for more information on using the CreateGameSessionQueue API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameSessionQueueRequest method.
req, resp := client.CreateGameSessionQueueRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue

func (*GameLift) CreateGameSessionQueueWithContext

func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error)

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 (*GameLift) CreateGameSessionRequest

func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)

CreateGameSessionRequest generates a "aws/request.Request" representing the client's request for the CreateGameSession operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateGameSession for more information on using the CreateGameSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateGameSessionRequest method.
req, resp := client.CreateGameSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession

func (*GameLift) CreateGameSessionWithContext

func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error)

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 (*GameLift) CreateMatchmakingConfiguration

func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error)

CreateMatchmakingConfiguration API operation for Amazon GameLift.

Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration.

To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.

In addition, you must set up an Amazon Simple Notification Service (SNS) topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.

Learn more

Design a FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html)

Set up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingConfiguration for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration

func (*GameLift) CreateMatchmakingConfigurationRequest

func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput)

CreateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the CreateMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateMatchmakingConfigurationRequest method.
req, resp := client.CreateMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration

func (*GameLift) CreateMatchmakingConfigurationWithContext

func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error)

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 (*GameLift) CreateMatchmakingRuleSet

func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error)

CreateMatchmakingRuleSet API operation for Amazon GameLift.

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.

To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with.

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingRuleSet for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet

func (*GameLift) CreateMatchmakingRuleSetRequest

func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput)

CreateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the CreateMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateMatchmakingRuleSetRequest method.
req, resp := client.CreateMatchmakingRuleSetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet

func (*GameLift) CreateMatchmakingRuleSetWithContext

func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error)

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 (*GameLift) CreatePlayerSession

func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)

CreatePlayerSession API operation for Amazon GameLift.

Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions.

To create a player session, specify a game session ID, player ID, and optionally a set of player data.

If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.

Available in Amazon GameLift Local.

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSession for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidGameSessionStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.

  • GameSessionFullException The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.

  • TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*GameLift) CreatePlayerSessionRequest

func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)

CreatePlayerSessionRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSession operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreatePlayerSession for more information on using the CreatePlayerSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreatePlayerSessionRequest method.
req, resp := client.CreatePlayerSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession

func (*GameLift) CreatePlayerSessionWithContext

func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error)

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 (*GameLift) CreatePlayerSessions

func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)

CreatePlayerSessions API operation for Amazon GameLift.

Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession.

To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.

If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.

Available in Amazon GameLift Local.

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSessions for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidGameSessionStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.

  • GameSessionFullException The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.

  • TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*GameLift) CreatePlayerSessionsRequest

func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)

CreatePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreatePlayerSessions for more information on using the CreatePlayerSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreatePlayerSessionsRequest method.
req, resp := client.CreatePlayerSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions

func (*GameLift) CreatePlayerSessionsWithContext

func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error)

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 (*GameLift) CreateScript

func (c *GameLift) CreateScript(input *CreateScriptInput) (*CreateScriptOutput, error)

CreateScript API operation for Amazon GameLift.

Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.

To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:

  • A locally available directory. Use the ZipFile parameter for this option.

  • An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.

If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html)

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateScript for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript

func (*GameLift) CreateScriptRequest

func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.Request, output *CreateScriptOutput)

CreateScriptRequest generates a "aws/request.Request" representing the client's request for the CreateScript operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateScript for more information on using the CreateScript API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateScriptRequest method.
req, resp := client.CreateScriptRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript

func (*GameLift) CreateScriptWithContext

func (c *GameLift) CreateScriptWithContext(ctx aws.Context, input *CreateScriptInput, opts ...request.Option) (*CreateScriptOutput, error)

CreateScriptWithContext is the same as CreateScript with the addition of the ability to pass a context and additional request options.

See CreateScript for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) CreateVpcPeeringAuthorization

func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error)

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 (https://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.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringAuthorization for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization

func (*GameLift) CreateVpcPeeringAuthorizationRequest

func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput)

CreateVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the client's request for the CreateVpcPeeringAuthorization operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateVpcPeeringAuthorization for more information on using the CreateVpcPeeringAuthorization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateVpcPeeringAuthorizationRequest method.
req, resp := client.CreateVpcPeeringAuthorizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization

func (*GameLift) CreateVpcPeeringAuthorizationWithContext

func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error)

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 (*GameLift) CreateVpcPeeringConnection

func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error)

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 (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).

Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the 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.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringConnection for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection

func (*GameLift) CreateVpcPeeringConnectionRequest

func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput)

CreateVpcPeeringConnectionRequest generates a "aws/request.Request" representing the client's request for the CreateVpcPeeringConnection operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See CreateVpcPeeringConnection for more information on using the CreateVpcPeeringConnection API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the CreateVpcPeeringConnectionRequest method.
req, resp := client.CreateVpcPeeringConnectionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection

func (*GameLift) CreateVpcPeeringConnectionWithContext

func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error)

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 (*GameLift) DeleteAlias

func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)

DeleteAlias API operation for Amazon GameLift.

Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteAlias for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*GameLift) DeleteAliasRequest

func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)

DeleteAliasRequest generates a "aws/request.Request" representing the client's request for the DeleteAlias operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteAlias for more information on using the DeleteAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteAliasRequest method.
req, resp := client.DeleteAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias

func (*GameLift) DeleteAliasWithContext

func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error)

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 (*GameLift) DeleteBuild

func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)

DeleteBuild API operation for Amazon GameLift.

Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

To delete a build, specify the build ID.

Learn more

Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteBuild for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild

func (*GameLift) DeleteBuildRequest

func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)

DeleteBuildRequest generates a "aws/request.Request" representing the client's request for the DeleteBuild operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteBuild for more information on using the DeleteBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteBuildRequest method.
req, resp := client.DeleteBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild

func (*GameLift) DeleteBuildWithContext

func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error)

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 (*GameLift) DeleteFleet

func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)

DeleteFleet API operation for Amazon GameLift.

Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations separately.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process.

To delete a fleet, specify the fleet ID to be terminated. During the deletion process the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is sent.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteFleet for usage and error information.

Returned Error Types:

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidFleetStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet

func (*GameLift) DeleteFleetLocations

func (c *GameLift) DeleteFleetLocations(input *DeleteFleetLocationsInput) (*DeleteFleetLocationsOutput, error)

DeleteFleetLocations API operation for Amazon GameLift.

Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down.

To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted.

If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteFleetLocations for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocations

func (*GameLift) DeleteFleetLocationsRequest

func (c *GameLift) DeleteFleetLocationsRequest(input *DeleteFleetLocationsInput) (req *request.Request, output *DeleteFleetLocationsOutput)

DeleteFleetLocationsRequest generates a "aws/request.Request" representing the client's request for the DeleteFleetLocations operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteFleetLocations for more information on using the DeleteFleetLocations API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteFleetLocationsRequest method.
req, resp := client.DeleteFleetLocationsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocations

func (*GameLift) DeleteFleetLocationsWithContext

func (c *GameLift) DeleteFleetLocationsWithContext(ctx aws.Context, input *DeleteFleetLocationsInput, opts ...request.Option) (*DeleteFleetLocationsOutput, error)

DeleteFleetLocationsWithContext is the same as DeleteFleetLocations with the addition of the ability to pass a context and additional request options.

See DeleteFleetLocations for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteFleetRequest

func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)

DeleteFleetRequest generates a "aws/request.Request" representing the client's request for the DeleteFleet operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteFleet for more information on using the DeleteFleet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteFleetRequest method.
req, resp := client.DeleteFleetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet

func (*GameLift) DeleteFleetWithContext

func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error)

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 (*GameLift) DeleteGameServerGroup

func (c *GameLift) DeleteGameServerGroup(input *DeleteGameServerGroupInput) (*DeleteGameServerGroupOutput, error)

DeleteGameServerGroup API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:

  • The game server group

  • The corresponding Auto Scaling group

  • All game servers that are currently running in the group

To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status.

If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status.

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteGameServerGroup for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup

func (*GameLift) DeleteGameServerGroupRequest

func (c *GameLift) DeleteGameServerGroupRequest(input *DeleteGameServerGroupInput) (req *request.Request, output *DeleteGameServerGroupOutput)

DeleteGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the DeleteGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteGameServerGroup for more information on using the DeleteGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteGameServerGroupRequest method.
req, resp := client.DeleteGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup

func (*GameLift) DeleteGameServerGroupWithContext

func (c *GameLift) DeleteGameServerGroupWithContext(ctx aws.Context, input *DeleteGameServerGroupInput, opts ...request.Option) (*DeleteGameServerGroupOutput, error)

DeleteGameServerGroupWithContext is the same as DeleteGameServerGroup with the addition of the ability to pass a context and additional request options.

See DeleteGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteGameSessionQueue

func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error)

DeleteGameSessionQueue API operation for Amazon GameLift.

Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.

Learn more

Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html)

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteGameSessionQueue for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue

func (*GameLift) DeleteGameSessionQueueRequest

func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput)

DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the DeleteGameSessionQueue operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteGameSessionQueueRequest method.
req, resp := client.DeleteGameSessionQueueRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue

func (*GameLift) DeleteGameSessionQueueWithContext

func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error)

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 (*GameLift) DeleteMatchmakingConfiguration

func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error)

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.

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteMatchmakingConfiguration for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration

func (*GameLift) DeleteMatchmakingConfigurationRequest

func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput)

DeleteMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the DeleteMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteMatchmakingConfiguration for more information on using the DeleteMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteMatchmakingConfigurationRequest method.
req, resp := client.DeleteMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration

func (*GameLift) DeleteMatchmakingConfigurationWithContext

func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error)

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 (*GameLift) DeleteMatchmakingRuleSet

func (c *GameLift) DeleteMatchmakingRuleSet(input *DeleteMatchmakingRuleSetInput) (*DeleteMatchmakingRuleSetOutput, error)

DeleteMatchmakingRuleSet API operation for Amazon GameLift.

Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.

Learn more

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteMatchmakingRuleSet for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet

func (*GameLift) DeleteMatchmakingRuleSetRequest

func (c *GameLift) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) (req *request.Request, output *DeleteMatchmakingRuleSetOutput)

DeleteMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the DeleteMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteMatchmakingRuleSet for more information on using the DeleteMatchmakingRuleSet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteMatchmakingRuleSetRequest method.
req, resp := client.DeleteMatchmakingRuleSetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet

func (*GameLift) DeleteMatchmakingRuleSetWithContext

func (c *GameLift) DeleteMatchmakingRuleSetWithContext(ctx aws.Context, input *DeleteMatchmakingRuleSetInput, opts ...request.Option) (*DeleteMatchmakingRuleSetOutput, error)

DeleteMatchmakingRuleSetWithContext is the same as DeleteMatchmakingRuleSet with the addition of the ability to pass a context and additional request options.

See DeleteMatchmakingRuleSet for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteScalingPolicy

func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)

DeleteScalingPolicy API operation for Amazon GameLift.

Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteScalingPolicy for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy

func (*GameLift) DeleteScalingPolicyRequest

func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)

DeleteScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the DeleteScalingPolicy operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteScalingPolicy for more information on using the DeleteScalingPolicy API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteScalingPolicyRequest method.
req, resp := client.DeleteScalingPolicyRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy

func (*GameLift) DeleteScalingPolicyWithContext

func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error)

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 (*GameLift) DeleteScript

func (c *GameLift) DeleteScript(input *DeleteScriptInput) (*DeleteScriptOutput, error)

DeleteScript API operation for Amazon GameLift.

Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).

To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteScript for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript

func (*GameLift) DeleteScriptRequest

func (c *GameLift) DeleteScriptRequest(input *DeleteScriptInput) (req *request.Request, output *DeleteScriptOutput)

DeleteScriptRequest generates a "aws/request.Request" representing the client's request for the DeleteScript operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteScript for more information on using the DeleteScript API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteScriptRequest method.
req, resp := client.DeleteScriptRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript

func (*GameLift) DeleteScriptWithContext

func (c *GameLift) DeleteScriptWithContext(ctx aws.Context, input *DeleteScriptInput, opts ...request.Option) (*DeleteScriptOutput, error)

DeleteScriptWithContext is the same as DeleteScript with the addition of the ability to pass a context and additional request options.

See DeleteScript for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DeleteVpcPeeringAuthorization

func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error)

DeleteVpcPeeringAuthorization API operation for Amazon GameLift.

Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteVpcPeeringAuthorization for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization

func (*GameLift) DeleteVpcPeeringAuthorizationRequest

func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput)

DeleteVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the client's request for the DeleteVpcPeeringAuthorization operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteVpcPeeringAuthorization for more information on using the DeleteVpcPeeringAuthorization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteVpcPeeringAuthorizationRequest method.
req, resp := client.DeleteVpcPeeringAuthorizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization

func (*GameLift) DeleteVpcPeeringAuthorizationWithContext

func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, opts ...request.Option) (*DeleteVpcPeeringAuthorizationOutput, error)

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 (*GameLift) DeleteVpcPeeringConnection

func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error)

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.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeleteVpcPeeringConnection for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection

func (*GameLift) DeleteVpcPeeringConnectionRequest

func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput)

DeleteVpcPeeringConnectionRequest generates a "aws/request.Request" representing the client's request for the DeleteVpcPeeringConnection operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeleteVpcPeeringConnection for more information on using the DeleteVpcPeeringConnection API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeleteVpcPeeringConnectionRequest method.
req, resp := client.DeleteVpcPeeringConnectionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection

func (*GameLift) DeleteVpcPeeringConnectionWithContext

func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, opts ...request.Option) (*DeleteVpcPeeringConnectionOutput, error)

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 (*GameLift) DeregisterGameServer

func (c *GameLift) DeregisterGameServer(input *DeregisterGameServerInput) (*DeregisterGameServerOutput, error)

DeregisterGameServer API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.

To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DeregisterGameServer for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer

func (*GameLift) DeregisterGameServerRequest

func (c *GameLift) DeregisterGameServerRequest(input *DeregisterGameServerInput) (req *request.Request, output *DeregisterGameServerOutput)

DeregisterGameServerRequest generates a "aws/request.Request" representing the client's request for the DeregisterGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DeregisterGameServer for more information on using the DeregisterGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DeregisterGameServerRequest method.
req, resp := client.DeregisterGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer

func (*GameLift) DeregisterGameServerWithContext

func (c *GameLift) DeregisterGameServerWithContext(ctx aws.Context, input *DeregisterGameServerInput, opts ...request.Option) (*DeregisterGameServerOutput, error)

DeregisterGameServerWithContext is the same as DeregisterGameServer with the addition of the ability to pass a context and additional request options.

See DeregisterGameServer for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeAlias

func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)

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.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeAlias for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias

func (*GameLift) DescribeAliasRequest

func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)

DescribeAliasRequest generates a "aws/request.Request" representing the client's request for the DescribeAlias operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeAlias for more information on using the DescribeAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeAliasRequest method.
req, resp := client.DescribeAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias

func (*GameLift) DescribeAliasWithContext

func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error)

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 (*GameLift) DescribeBuild

func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)

DescribeBuild API operation for Amazon GameLift.

Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.

Learn more

Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeBuild for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild

func (*GameLift) DescribeBuildRequest

func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)

DescribeBuildRequest generates a "aws/request.Request" representing the client's request for the DescribeBuild operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeBuild for more information on using the DescribeBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeBuildRequest method.
req, resp := client.DescribeBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild

func (*GameLift) DescribeBuildWithContext

func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error)

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 (*GameLift) DescribeEC2InstanceLimits

func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)

DescribeEC2InstanceLimits API operation for Amazon GameLift.

The GameLift service limits and current utilization for an AWS Region or location. Instance limits control the number of instances, per instance type, per location, that your AWS account can use. Learn more at Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/). The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your GameLift fleets. You can request a limit increase for your account by using the Service limits page in the GameLift console.

Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an AWS Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:

  • Request specifies the Region ap-northeast-1 with no location. The result is limits and usage data on all instance types that are deployed in us-east-2, by all of the fleets that reside in ap-northeast-1.

  • Request specifies the Region us-east-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in us-east-2. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1.

  • Request specifies the Region eu-west-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in eu-west-1.

This operation can be used in the following ways:

  • To get limit and usage data for all instance types that are deployed in an AWS Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for.

  • To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different AWS Region: Provide both the AWS Region and the remote location. Optionally, specify a single instance type to retrieve information for.

If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeEC2InstanceLimits for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*GameLift) DescribeEC2InstanceLimitsRequest

func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)

DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the client's request for the DescribeEC2InstanceLimits operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeEC2InstanceLimits for more information on using the DescribeEC2InstanceLimits API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeEC2InstanceLimitsRequest method.
req, resp := client.DescribeEC2InstanceLimitsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits

func (*GameLift) DescribeEC2InstanceLimitsWithContext

func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error)

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 (*GameLift) DescribeFleetAttributes

func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)

DescribeFleetAttributes API operation for Amazon GameLift.

Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.

This operation can be used in the following ways:

  • To get attributes for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.

  • To get attributes for all fleets, do not provide a fleet identifier.

When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found.

Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetAttributes for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes

func (*GameLift) DescribeFleetAttributesPages

func (c *GameLift) DescribeFleetAttributesPages(input *DescribeFleetAttributesInput, fn func(*DescribeFleetAttributesOutput, bool) bool) error

DescribeFleetAttributesPages iterates over the pages of a DescribeFleetAttributes operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeFleetAttributes method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeFleetAttributes operation.
pageNum := 0
err := client.DescribeFleetAttributesPages(params,
    func(page *gamelift.DescribeFleetAttributesOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeFleetAttributesPagesWithContext

func (c *GameLift) DescribeFleetAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, fn func(*DescribeFleetAttributesOutput, bool) bool, opts ...request.Option) error

DescribeFleetAttributesPagesWithContext same as DescribeFleetAttributesPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetAttributesRequest

func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)

DescribeFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetAttributes operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetAttributes for more information on using the DescribeFleetAttributes API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetAttributesRequest method.
req, resp := client.DescribeFleetAttributesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes

func (*GameLift) DescribeFleetAttributesWithContext

func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error)

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 (*GameLift) DescribeFleetCapacity

func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)

DescribeFleetCapacity API operation for Amazon GameLift.

Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationCapacity to get capacity settings for a fleet's remote locations.

This operation can be used in the following ways:

  • To get capacity data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.

  • To get capacity data for all fleets, do not provide a fleet identifier.

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.

Some API operations may limit the number of fleet IDs that are allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetCapacity for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity

func (*GameLift) DescribeFleetCapacityPages

func (c *GameLift) DescribeFleetCapacityPages(input *DescribeFleetCapacityInput, fn func(*DescribeFleetCapacityOutput, bool) bool) error

DescribeFleetCapacityPages iterates over the pages of a DescribeFleetCapacity operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeFleetCapacity method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeFleetCapacity operation.
pageNum := 0
err := client.DescribeFleetCapacityPages(params,
    func(page *gamelift.DescribeFleetCapacityOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeFleetCapacityPagesWithContext

func (c *GameLift) DescribeFleetCapacityPagesWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, fn func(*DescribeFleetCapacityOutput, bool) bool, opts ...request.Option) error

DescribeFleetCapacityPagesWithContext same as DescribeFleetCapacityPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetCapacityRequest

func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)

DescribeFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetCapacity operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetCapacity for more information on using the DescribeFleetCapacity API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetCapacityRequest method.
req, resp := client.DescribeFleetCapacityRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity

func (*GameLift) DescribeFleetCapacityWithContext

func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error)

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 (*GameLift) DescribeFleetEvents

func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)

DescribeFleetEvents API operation for Amazon GameLift.

Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations.

You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a collection of event log entries matching the request are returned.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetEvents for usage and error information.

Returned Error Types:

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents

func (*GameLift) DescribeFleetEventsPages

func (c *GameLift) DescribeFleetEventsPages(input *DescribeFleetEventsInput, fn func(*DescribeFleetEventsOutput, bool) bool) error

DescribeFleetEventsPages iterates over the pages of a DescribeFleetEvents operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeFleetEvents method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeFleetEvents operation.
pageNum := 0
err := client.DescribeFleetEventsPages(params,
    func(page *gamelift.DescribeFleetEventsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeFleetEventsPagesWithContext

func (c *GameLift) DescribeFleetEventsPagesWithContext(ctx aws.Context, input *DescribeFleetEventsInput, fn func(*DescribeFleetEventsOutput, bool) bool, opts ...request.Option) error

DescribeFleetEventsPagesWithContext same as DescribeFleetEventsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetEventsRequest

func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)

DescribeFleetEventsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetEvents operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetEvents for more information on using the DescribeFleetEvents API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetEventsRequest method.
req, resp := client.DescribeFleetEventsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents

func (*GameLift) DescribeFleetEventsWithContext

func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error)

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 (*GameLift) DescribeFleetLocationAttributes

func (c *GameLift) DescribeFleetLocationAttributes(input *DescribeFleetLocationAttributesInput) (*DescribeFleetLocationAttributesOutput, error)

DescribeFleetLocationAttributes API operation for Amazon GameLift.

Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity.

This operation can be used in the following ways:

  • To get data for specific locations, provide a fleet identifier and a list of locations. Location data is returned in the order that it is requested.

  • To get data for all locations, provide a fleet identifier only. Location data is returned in no particular order.

When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetLocationAttributes for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributes

func (*GameLift) DescribeFleetLocationAttributesPages

func (c *GameLift) DescribeFleetLocationAttributesPages(input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool) error

DescribeFleetLocationAttributesPages iterates over the pages of a DescribeFleetLocationAttributes operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeFleetLocationAttributes method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeFleetLocationAttributes operation.
pageNum := 0
err := client.DescribeFleetLocationAttributesPages(params,
    func(page *gamelift.DescribeFleetLocationAttributesOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeFleetLocationAttributesPagesWithContext

func (c *GameLift) DescribeFleetLocationAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool, opts ...request.Option) error

DescribeFleetLocationAttributesPagesWithContext same as DescribeFleetLocationAttributesPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetLocationAttributesRequest

func (c *GameLift) DescribeFleetLocationAttributesRequest(input *DescribeFleetLocationAttributesInput) (req *request.Request, output *DescribeFleetLocationAttributesOutput)

DescribeFleetLocationAttributesRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetLocationAttributes operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetLocationAttributes for more information on using the DescribeFleetLocationAttributes API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetLocationAttributesRequest method.
req, resp := client.DescribeFleetLocationAttributesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributes

func (*GameLift) DescribeFleetLocationAttributesWithContext

func (c *GameLift) DescribeFleetLocationAttributesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, opts ...request.Option) (*DescribeFleetLocationAttributesOutput, error)

DescribeFleetLocationAttributesWithContext is the same as DescribeFleetLocationAttributes with the addition of the ability to pass a context and additional request options.

See DescribeFleetLocationAttributes for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetLocationCapacity

func (c *GameLift) DescribeFleetLocationCapacity(input *DescribeFleetLocationCapacityInput) (*DescribeFleetLocationCapacityOutput, error)

DescribeFleetLocationCapacity API operation for Amazon GameLift.

Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity).

To retrieve capacity data, identify a fleet and location.

If successful, a FleetCapacity object is returned for the requested fleet location.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetLocationCapacity for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacity

func (*GameLift) DescribeFleetLocationCapacityRequest

func (c *GameLift) DescribeFleetLocationCapacityRequest(input *DescribeFleetLocationCapacityInput) (req *request.Request, output *DescribeFleetLocationCapacityOutput)

DescribeFleetLocationCapacityRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetLocationCapacity operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetLocationCapacity for more information on using the DescribeFleetLocationCapacity API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetLocationCapacityRequest method.
req, resp := client.DescribeFleetLocationCapacityRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacity

func (*GameLift) DescribeFleetLocationCapacityWithContext

func (c *GameLift) DescribeFleetLocationCapacityWithContext(ctx aws.Context, input *DescribeFleetLocationCapacityInput, opts ...request.Option) (*DescribeFleetLocationCapacityOutput, error)

DescribeFleetLocationCapacityWithContext is the same as DescribeFleetLocationCapacity with the addition of the ability to pass a context and additional request options.

See DescribeFleetLocationCapacity for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetLocationUtilization

func (c *GameLift) DescribeFleetLocationUtilization(input *DescribeFleetLocationUtilizationInput) (*DescribeFleetLocationUtilizationOutput, error)

DescribeFleetLocationUtilization API operation for Amazon GameLift.

Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization).

To retrieve utilization data, identify a fleet and location.

If successful, a FleetUtilization object is returned for the requested fleet location.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetLocationUtilization for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilization

func (*GameLift) DescribeFleetLocationUtilizationRequest

func (c *GameLift) DescribeFleetLocationUtilizationRequest(input *DescribeFleetLocationUtilizationInput) (req *request.Request, output *DescribeFleetLocationUtilizationOutput)

DescribeFleetLocationUtilizationRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetLocationUtilization operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetLocationUtilization for more information on using the DescribeFleetLocationUtilization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetLocationUtilizationRequest method.
req, resp := client.DescribeFleetLocationUtilizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilization

func (*GameLift) DescribeFleetLocationUtilizationWithContext

func (c *GameLift) DescribeFleetLocationUtilizationWithContext(ctx aws.Context, input *DescribeFleetLocationUtilizationInput, opts ...request.Option) (*DescribeFleetLocationUtilizationOutput, error)

DescribeFleetLocationUtilizationWithContext is the same as DescribeFleetLocationUtilization with the addition of the ability to pass a context and additional request options.

See DescribeFleetLocationUtilization for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetPortSettings

func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)

DescribeFleetPortSettings API operation for Amazon GameLift.

Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet must use connections that fall in this range.

This operation can be used in the following ways:

  • To retrieve the inbound connection permissions for a fleet, identify the fleet's unique identifier.

  • To check the status of recent updates to a fleet remote location, specify the fleet ID and a location. Port setting updates can take time to propagate across all locations.

If successful, a set of IpPermission objects is returned for the requested fleet ID. When a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetPortSettings for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings

func (*GameLift) DescribeFleetPortSettingsRequest

func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)

DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetPortSettings operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetPortSettings for more information on using the DescribeFleetPortSettings API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetPortSettingsRequest method.
req, resp := client.DescribeFleetPortSettingsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings

func (*GameLift) DescribeFleetPortSettingsWithContext

func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error)

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 (*GameLift) DescribeFleetUtilization

func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)

DescribeFleetUtilization API operation for Amazon GameLift.

Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations.

This operation can be used in the following ways:

  • To get utilization data for one or more specific fleets, provide a list of fleet IDs or fleet ARNs.

  • To get utilization data for all fleets, do not provide a fleet identifier.

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Each fleet utilization object includes a Location property, which is set to the fleet's home Region.

Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetUtilization for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization

func (*GameLift) DescribeFleetUtilizationPages

func (c *GameLift) DescribeFleetUtilizationPages(input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool) error

DescribeFleetUtilizationPages iterates over the pages of a DescribeFleetUtilization operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeFleetUtilization method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeFleetUtilization operation.
pageNum := 0
err := client.DescribeFleetUtilizationPages(params,
    func(page *gamelift.DescribeFleetUtilizationOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeFleetUtilizationPagesWithContext

func (c *GameLift) DescribeFleetUtilizationPagesWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool, opts ...request.Option) error

DescribeFleetUtilizationPagesWithContext same as DescribeFleetUtilizationPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeFleetUtilizationRequest

func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)

DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetUtilization operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeFleetUtilization for more information on using the DescribeFleetUtilization API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeFleetUtilizationRequest method.
req, resp := client.DescribeFleetUtilizationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization

func (*GameLift) DescribeFleetUtilizationWithContext

func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error)

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 (*GameLift) DescribeGameServer

func (c *GameLift) DescribeGameServer(input *DescribeGameServerInput) (*DescribeGameServerOutput, error)

DescribeGameServer API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.

To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameServer for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer

func (*GameLift) DescribeGameServerGroup

func (c *GameLift) DescribeGameServerGroup(input *DescribeGameServerGroupInput) (*DescribeGameServerGroupOutput, error)

DescribeGameServerGroup API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.

To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameServerGroup for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup

func (*GameLift) DescribeGameServerGroupRequest

func (c *GameLift) DescribeGameServerGroupRequest(input *DescribeGameServerGroupInput) (req *request.Request, output *DescribeGameServerGroupOutput)

DescribeGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the DescribeGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameServerGroup for more information on using the DescribeGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameServerGroupRequest method.
req, resp := client.DescribeGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup

func (*GameLift) DescribeGameServerGroupWithContext

func (c *GameLift) DescribeGameServerGroupWithContext(ctx aws.Context, input *DescribeGameServerGroupInput, opts ...request.Option) (*DescribeGameServerGroupOutput, error)

DescribeGameServerGroupWithContext is the same as DescribeGameServerGroup with the addition of the ability to pass a context and additional request options.

See DescribeGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameServerInstances

func (c *GameLift) DescribeGameServerInstances(input *DescribeGameServerInstancesInput) (*DescribeGameServerInstancesOutput, error)

DescribeGameServerInstances API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties.

To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned.

This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameServerInstances for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances

func (*GameLift) DescribeGameServerInstancesPages

func (c *GameLift) DescribeGameServerInstancesPages(input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool) error

DescribeGameServerInstancesPages iterates over the pages of a DescribeGameServerInstances operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeGameServerInstances method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeGameServerInstances operation.
pageNum := 0
err := client.DescribeGameServerInstancesPages(params,
    func(page *gamelift.DescribeGameServerInstancesOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeGameServerInstancesPagesWithContext

func (c *GameLift) DescribeGameServerInstancesPagesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool, opts ...request.Option) error

DescribeGameServerInstancesPagesWithContext same as DescribeGameServerInstancesPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameServerInstancesRequest

func (c *GameLift) DescribeGameServerInstancesRequest(input *DescribeGameServerInstancesInput) (req *request.Request, output *DescribeGameServerInstancesOutput)

DescribeGameServerInstancesRequest generates a "aws/request.Request" representing the client's request for the DescribeGameServerInstances operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameServerInstances for more information on using the DescribeGameServerInstances API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameServerInstancesRequest method.
req, resp := client.DescribeGameServerInstancesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances

func (*GameLift) DescribeGameServerInstancesWithContext

func (c *GameLift) DescribeGameServerInstancesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, opts ...request.Option) (*DescribeGameServerInstancesOutput, error)

DescribeGameServerInstancesWithContext is the same as DescribeGameServerInstances with the addition of the ability to pass a context and additional request options.

See DescribeGameServerInstances for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameServerRequest

func (c *GameLift) DescribeGameServerRequest(input *DescribeGameServerInput) (req *request.Request, output *DescribeGameServerOutput)

DescribeGameServerRequest generates a "aws/request.Request" representing the client's request for the DescribeGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameServer for more information on using the DescribeGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameServerRequest method.
req, resp := client.DescribeGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer

func (*GameLift) DescribeGameServerWithContext

func (c *GameLift) DescribeGameServerWithContext(ctx aws.Context, input *DescribeGameServerInput, opts ...request.Option) (*DescribeGameServerOutput, error)

DescribeGameServerWithContext is the same as DescribeGameServer with the addition of the ability to pass a context and additional request options.

See DescribeGameServer for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessionDetails

func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)

DescribeGameSessionDetails API operation for Amazon GameLift.

Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions.

This operation can be used in the following ways:

  • To retrieve details for all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns details from the fleet's home Region and all remote locations.

  • To retrieve details for all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.

  • To retrieve details for a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the AWS Region defined in the request.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSessionDetail object is returned for each game session that matches the request.

Learn more

Find a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find)

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionDetails for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails

func (*GameLift) DescribeGameSessionDetailsPages

func (c *GameLift) DescribeGameSessionDetailsPages(input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool) error

DescribeGameSessionDetailsPages iterates over the pages of a DescribeGameSessionDetails operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeGameSessionDetails method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeGameSessionDetails operation.
pageNum := 0
err := client.DescribeGameSessionDetailsPages(params,
    func(page *gamelift.DescribeGameSessionDetailsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeGameSessionDetailsPagesWithContext

func (c *GameLift) DescribeGameSessionDetailsPagesWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool, opts ...request.Option) error

DescribeGameSessionDetailsPagesWithContext same as DescribeGameSessionDetailsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessionDetailsRequest

func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)

DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionDetails operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessionDetails for more information on using the DescribeGameSessionDetails API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionDetailsRequest method.
req, resp := client.DescribeGameSessionDetailsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails

func (*GameLift) DescribeGameSessionDetailsWithContext

func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error)

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 (*GameLift) DescribeGameSessionPlacement

func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error)

DescribeGameSessionPlacement API operation for Amazon GameLift.

Retrieves information, including current status, about a game session placement request.

To get game session placement details, specify the placement ID.

If successful, a GameSessionPlacement object is returned.

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionPlacement for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement

func (*GameLift) DescribeGameSessionPlacementRequest

func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput)

DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessionPlacement for more information on using the DescribeGameSessionPlacement API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionPlacementRequest method.
req, resp := client.DescribeGameSessionPlacementRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement

func (*GameLift) DescribeGameSessionPlacementWithContext

func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error)

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 (*GameLift) DescribeGameSessionQueues

func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error)

DescribeGameSessionQueues API operation for Amazon GameLift.

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.

Learn more

View Your Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html)

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionQueues for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues

func (*GameLift) DescribeGameSessionQueuesPages

func (c *GameLift) DescribeGameSessionQueuesPages(input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool) error

DescribeGameSessionQueuesPages iterates over the pages of a DescribeGameSessionQueues operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeGameSessionQueues method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeGameSessionQueues operation.
pageNum := 0
err := client.DescribeGameSessionQueuesPages(params,
    func(page *gamelift.DescribeGameSessionQueuesOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeGameSessionQueuesPagesWithContext

func (c *GameLift) DescribeGameSessionQueuesPagesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool, opts ...request.Option) error

DescribeGameSessionQueuesPagesWithContext same as DescribeGameSessionQueuesPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessionQueuesRequest

func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput)

DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionQueues operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessionQueues for more information on using the DescribeGameSessionQueues API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionQueuesRequest method.
req, resp := client.DescribeGameSessionQueuesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues

func (*GameLift) DescribeGameSessionQueuesWithContext

func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error)

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 (*GameLift) DescribeGameSessions

func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)

DescribeGameSessions API operation for Amazon GameLift.

Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails.

This operation can be used in the following ways:

  • To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations.

  • To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.

  • To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the AWS Region defined in the request.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request.

Available in GameLift Local.

Learn more

Find a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find)

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessions for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions

func (*GameLift) DescribeGameSessionsPages

func (c *GameLift) DescribeGameSessionsPages(input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool) error

DescribeGameSessionsPages iterates over the pages of a DescribeGameSessions operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeGameSessions method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeGameSessions operation.
pageNum := 0
err := client.DescribeGameSessionsPages(params,
    func(page *gamelift.DescribeGameSessionsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeGameSessionsPagesWithContext

func (c *GameLift) DescribeGameSessionsPagesWithContext(ctx aws.Context, input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool, opts ...request.Option) error

DescribeGameSessionsPagesWithContext same as DescribeGameSessionsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeGameSessionsRequest

func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)

DescribeGameSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeGameSessions for more information on using the DescribeGameSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeGameSessionsRequest method.
req, resp := client.DescribeGameSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions

func (*GameLift) DescribeGameSessionsWithContext

func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error)

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 (*GameLift) DescribeInstances

func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error)

DescribeInstances API operation for Amazon GameLift.

Retrieves information about a fleet's instances, including instance IDs, connection data, and status.

This operation can be used in the following ways:

  • To get information on all instances that are deployed to a fleet's home Region, provide the fleet ID.

  • To get information on all instances that are deployed to a fleet's remote location, provide the fleet ID and location name.

  • To get information on a specific instance in a fleet, provide the fleet ID and instance ID.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, an Instance object is returned for each requested instance. Instances are not returned in any particular order.

Learn more

Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html)

Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html)

DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeInstances for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances

func (*GameLift) DescribeInstancesPages

func (c *GameLift) DescribeInstancesPages(input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool) error

DescribeInstancesPages iterates over the pages of a DescribeInstances operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeInstances method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeInstances operation.
pageNum := 0
err := client.DescribeInstancesPages(params,
    func(page *gamelift.DescribeInstancesOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeInstancesPagesWithContext

func (c *GameLift) DescribeInstancesPagesWithContext(ctx aws.Context, input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool, opts ...request.Option) error

DescribeInstancesPagesWithContext same as DescribeInstancesPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeInstancesRequest

func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput)

DescribeInstancesRequest generates a "aws/request.Request" representing the client's request for the DescribeInstances operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeInstances for more information on using the DescribeInstances API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeInstancesRequest method.
req, resp := client.DescribeInstancesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances

func (*GameLift) DescribeInstancesWithContext

func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error)

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 (*GameLift) DescribeMatchmaking

func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error)

DescribeMatchmaking API operation for Amazon GameLift.

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.

To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.

This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage.

Learn more

Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html)

Set Up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmaking for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking

func (*GameLift) DescribeMatchmakingConfigurations

func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error)

DescribeMatchmakingConfigurations API operation for Amazon GameLift.

Retrieves the details of FlexMatch matchmaking configurations.

This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Learn more

Setting up FlexMatch matchmakers (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html)

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmakingConfigurations for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations

func (*GameLift) DescribeMatchmakingConfigurationsPages

func (c *GameLift) DescribeMatchmakingConfigurationsPages(input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool) error

DescribeMatchmakingConfigurationsPages iterates over the pages of a DescribeMatchmakingConfigurations operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeMatchmakingConfigurations method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeMatchmakingConfigurations operation.
pageNum := 0
err := client.DescribeMatchmakingConfigurationsPages(params,
    func(page *gamelift.DescribeMatchmakingConfigurationsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeMatchmakingConfigurationsPagesWithContext

func (c *GameLift) DescribeMatchmakingConfigurationsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool, opts ...request.Option) error

DescribeMatchmakingConfigurationsPagesWithContext same as DescribeMatchmakingConfigurationsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeMatchmakingConfigurationsRequest

func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput)

DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmakingConfigurations operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeMatchmakingConfigurationsRequest method.
req, resp := client.DescribeMatchmakingConfigurationsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations

func (*GameLift) DescribeMatchmakingConfigurationsWithContext

func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error)

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 (*GameLift) DescribeMatchmakingRequest

func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput)

DescribeMatchmakingRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmaking operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeMatchmaking for more information on using the DescribeMatchmaking API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeMatchmakingRequest method.
req, resp := client.DescribeMatchmakingRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking

func (*GameLift) DescribeMatchmakingRuleSets

func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error)

DescribeMatchmakingRuleSets API operation for Amazon GameLift.

Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.

Learn more

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmakingRuleSets for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets

func (*GameLift) DescribeMatchmakingRuleSetsPages

func (c *GameLift) DescribeMatchmakingRuleSetsPages(input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool) error

DescribeMatchmakingRuleSetsPages iterates over the pages of a DescribeMatchmakingRuleSets operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeMatchmakingRuleSets method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeMatchmakingRuleSets operation.
pageNum := 0
err := client.DescribeMatchmakingRuleSetsPages(params,
    func(page *gamelift.DescribeMatchmakingRuleSetsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeMatchmakingRuleSetsPagesWithContext

func (c *GameLift) DescribeMatchmakingRuleSetsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool, opts ...request.Option) error

DescribeMatchmakingRuleSetsPagesWithContext same as DescribeMatchmakingRuleSetsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeMatchmakingRuleSetsRequest

func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput)

DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmakingRuleSets operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeMatchmakingRuleSetsRequest method.
req, resp := client.DescribeMatchmakingRuleSetsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets

func (*GameLift) DescribeMatchmakingRuleSetsWithContext

func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error)

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 (*GameLift) DescribeMatchmakingWithContext

func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error)

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 (*GameLift) DescribePlayerSessions

func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)

DescribePlayerSessions API operation for Amazon GameLift.

Retrieves properties for one or more player sessions.

This action can be used in the following ways:

  • To retrieve a specific player session, provide the player session ID only.

  • To retrieve all player sessions in a game session, provide the game session ID only.

  • To retrieve all player sessions for a specific player, provide a player ID only.

To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a PlayerSession object is returned for each session that matches the request.

Available in Amazon GameLift Local.

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribePlayerSessions for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions

func (*GameLift) DescribePlayerSessionsPages

func (c *GameLift) DescribePlayerSessionsPages(input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool) error

DescribePlayerSessionsPages iterates over the pages of a DescribePlayerSessions operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribePlayerSessions method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribePlayerSessions operation.
pageNum := 0
err := client.DescribePlayerSessionsPages(params,
    func(page *gamelift.DescribePlayerSessionsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribePlayerSessionsPagesWithContext

func (c *GameLift) DescribePlayerSessionsPagesWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool, opts ...request.Option) error

DescribePlayerSessionsPagesWithContext same as DescribePlayerSessionsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribePlayerSessionsRequest

func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)

DescribePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribePlayerSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribePlayerSessions for more information on using the DescribePlayerSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribePlayerSessionsRequest method.
req, resp := client.DescribePlayerSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions

func (*GameLift) DescribePlayerSessionsWithContext

func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error)

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 (*GameLift) DescribeRuntimeConfiguration

func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)

DescribeRuntimeConfiguration API operation for Amazon GameLift.

Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet.

To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.

If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

Running multiple processes on a fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html)

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeRuntimeConfiguration for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration

func (*GameLift) DescribeRuntimeConfigurationRequest

func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)

DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the DescribeRuntimeConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeRuntimeConfigurationRequest method.
req, resp := client.DescribeRuntimeConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration

func (*GameLift) DescribeRuntimeConfigurationWithContext

func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error)

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 (*GameLift) DescribeScalingPolicies

func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)

DescribeScalingPolicies API operation for Amazon GameLift.

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeScalingPolicies for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies

func (*GameLift) DescribeScalingPoliciesPages

func (c *GameLift) DescribeScalingPoliciesPages(input *DescribeScalingPoliciesInput, fn func(*DescribeScalingPoliciesOutput, bool) bool) error

DescribeScalingPoliciesPages iterates over the pages of a DescribeScalingPolicies operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See DescribeScalingPolicies method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a DescribeScalingPolicies operation.
pageNum := 0
err := client.DescribeScalingPoliciesPages(params,
    func(page *gamelift.DescribeScalingPoliciesOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) DescribeScalingPoliciesPagesWithContext

func (c *GameLift) DescribeScalingPoliciesPagesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, fn func(*DescribeScalingPoliciesOutput, bool) bool, opts ...request.Option) error

DescribeScalingPoliciesPagesWithContext same as DescribeScalingPoliciesPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeScalingPoliciesRequest

func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)

DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the client's request for the DescribeScalingPolicies operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeScalingPolicies for more information on using the DescribeScalingPolicies API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeScalingPoliciesRequest method.
req, resp := client.DescribeScalingPoliciesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies

func (*GameLift) DescribeScalingPoliciesWithContext

func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error)

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 (*GameLift) DescribeScript

func (c *GameLift) DescribeScript(input *DescribeScriptInput) (*DescribeScriptOutput, error)

DescribeScript API operation for Amazon GameLift.

Retrieves properties for a Realtime script.

To request a script record, specify the script ID. If successful, an object containing the script properties is returned.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeScript for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript

func (*GameLift) DescribeScriptRequest

func (c *GameLift) DescribeScriptRequest(input *DescribeScriptInput) (req *request.Request, output *DescribeScriptOutput)

DescribeScriptRequest generates a "aws/request.Request" representing the client's request for the DescribeScript operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeScript for more information on using the DescribeScript API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeScriptRequest method.
req, resp := client.DescribeScriptRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript

func (*GameLift) DescribeScriptWithContext

func (c *GameLift) DescribeScriptWithContext(ctx aws.Context, input *DescribeScriptInput, opts ...request.Option) (*DescribeScriptOutput, error)

DescribeScriptWithContext is the same as DescribeScript with the addition of the ability to pass a context and additional request options.

See DescribeScript for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) DescribeVpcPeeringAuthorizations

func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error)

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.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeVpcPeeringAuthorizations for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations

func (*GameLift) DescribeVpcPeeringAuthorizationsRequest

func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput)

DescribeVpcPeeringAuthorizationsRequest generates a "aws/request.Request" representing the client's request for the DescribeVpcPeeringAuthorizations operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeVpcPeeringAuthorizations for more information on using the DescribeVpcPeeringAuthorizations API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeVpcPeeringAuthorizationsRequest method.
req, resp := client.DescribeVpcPeeringAuthorizationsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations

func (*GameLift) DescribeVpcPeeringAuthorizationsWithContext

func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, opts ...request.Option) (*DescribeVpcPeeringAuthorizationsOutput, error)

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 (*GameLift) DescribeVpcPeeringConnections

func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error)

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.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation DescribeVpcPeeringConnections for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections

func (*GameLift) DescribeVpcPeeringConnectionsRequest

func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput)

DescribeVpcPeeringConnectionsRequest generates a "aws/request.Request" representing the client's request for the DescribeVpcPeeringConnections operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See DescribeVpcPeeringConnections for more information on using the DescribeVpcPeeringConnections API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the DescribeVpcPeeringConnectionsRequest method.
req, resp := client.DescribeVpcPeeringConnectionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections

func (*GameLift) DescribeVpcPeeringConnectionsWithContext

func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, opts ...request.Option) (*DescribeVpcPeeringConnectionsOutput, error)

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 (*GameLift) GetGameSessionLogUrl

func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)

GetGameSessionLogUrl API operation for Amazon GameLift.

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.

See the AWS Service Limits (https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) page for maximum log file sizes. Log files that exceed this limit are not saved.

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation GetGameSessionLogUrl for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl

func (*GameLift) GetGameSessionLogUrlRequest

func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)

GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the client's request for the GetGameSessionLogUrl operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See GetGameSessionLogUrl for more information on using the GetGameSessionLogUrl API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the GetGameSessionLogUrlRequest method.
req, resp := client.GetGameSessionLogUrlRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl

func (*GameLift) GetGameSessionLogUrlWithContext

func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error)

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 (*GameLift) GetInstanceAccess

func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error)

GetInstanceAccess API operation for Amazon GameLift.

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.

To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation.

To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.

Learn more

Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html)

Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html)

DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation GetInstanceAccess for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess

func (*GameLift) GetInstanceAccessRequest

func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput)

GetInstanceAccessRequest generates a "aws/request.Request" representing the client's request for the GetInstanceAccess operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See GetInstanceAccess for more information on using the GetInstanceAccess API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the GetInstanceAccessRequest method.
req, resp := client.GetInstanceAccessRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess

func (*GameLift) GetInstanceAccessWithContext

func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error)

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 (*GameLift) ListAliases

func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)

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.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListAliases for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases

func (*GameLift) ListAliasesPages

func (c *GameLift) ListAliasesPages(input *ListAliasesInput, fn func(*ListAliasesOutput, bool) bool) error

ListAliasesPages iterates over the pages of a ListAliases operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See ListAliases method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a ListAliases operation.
pageNum := 0
err := client.ListAliasesPages(params,
    func(page *gamelift.ListAliasesOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) ListAliasesPagesWithContext

func (c *GameLift) ListAliasesPagesWithContext(ctx aws.Context, input *ListAliasesInput, fn func(*ListAliasesOutput, bool) bool, opts ...request.Option) error

ListAliasesPagesWithContext same as ListAliasesPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListAliasesRequest

func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)

ListAliasesRequest generates a "aws/request.Request" representing the client's request for the ListAliases operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListAliases for more information on using the ListAliases API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListAliasesRequest method.
req, resp := client.ListAliasesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases

func (*GameLift) ListAliasesWithContext

func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error)

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 (*GameLift) ListBuilds

func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)

ListBuilds API operation for Amazon GameLift.

Retrieves build resources 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 resources are not listed in any particular order.

Learn more

Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListBuilds for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds

func (*GameLift) ListBuildsPages

func (c *GameLift) ListBuildsPages(input *ListBuildsInput, fn func(*ListBuildsOutput, bool) bool) error

ListBuildsPages iterates over the pages of a ListBuilds operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See ListBuilds method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a ListBuilds operation.
pageNum := 0
err := client.ListBuildsPages(params,
    func(page *gamelift.ListBuildsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) ListBuildsPagesWithContext

func (c *GameLift) ListBuildsPagesWithContext(ctx aws.Context, input *ListBuildsInput, fn func(*ListBuildsOutput, bool) bool, opts ...request.Option) error

ListBuildsPagesWithContext same as ListBuildsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListBuildsRequest

func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)

ListBuildsRequest generates a "aws/request.Request" representing the client's request for the ListBuilds operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListBuilds for more information on using the ListBuilds API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListBuildsRequest method.
req, resp := client.ListBuildsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds

func (*GameLift) ListBuildsWithContext

func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error)

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 (*GameLift) ListFleets

func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)

ListFleets API operation for Amazon GameLift.

Retrieves a collection of fleet resources in an AWS Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html (https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html)or specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.

This operation can be used in the following ways:

  • To get a list of all fleets in a Region, don't provide a build or script identifier.

  • To get a list of all fleets where a specific custom game build is deployed, provide the build ID.

  • To get a list of all Realtime Servers fleets with a specific configuration script, provide the script ID.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve.

Fleet resources are not listed in a particular order.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListFleets for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets

func (*GameLift) ListFleetsPages

func (c *GameLift) ListFleetsPages(input *ListFleetsInput, fn func(*ListFleetsOutput, bool) bool) error

ListFleetsPages iterates over the pages of a ListFleets operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See ListFleets method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a ListFleets operation.
pageNum := 0
err := client.ListFleetsPages(params,
    func(page *gamelift.ListFleetsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) ListFleetsPagesWithContext

func (c *GameLift) ListFleetsPagesWithContext(ctx aws.Context, input *ListFleetsInput, fn func(*ListFleetsOutput, bool) bool, opts ...request.Option) error

ListFleetsPagesWithContext same as ListFleetsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListFleetsRequest

func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)

ListFleetsRequest generates a "aws/request.Request" representing the client's request for the ListFleets operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListFleets for more information on using the ListFleets API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListFleetsRequest method.
req, resp := client.ListFleetsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets

func (*GameLift) ListFleetsWithContext

func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error)

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 (*GameLift) ListGameServerGroups

func (c *GameLift) ListGameServerGroups(input *ListGameServerGroupsInput) (*ListGameServerGroupsOutput, error)

ListGameServerGroups API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListGameServerGroups for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups

func (*GameLift) ListGameServerGroupsPages

func (c *GameLift) ListGameServerGroupsPages(input *ListGameServerGroupsInput, fn func(*ListGameServerGroupsOutput, bool) bool) error

ListGameServerGroupsPages iterates over the pages of a ListGameServerGroups operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See ListGameServerGroups method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a ListGameServerGroups operation.
pageNum := 0
err := client.ListGameServerGroupsPages(params,
    func(page *gamelift.ListGameServerGroupsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) ListGameServerGroupsPagesWithContext

func (c *GameLift) ListGameServerGroupsPagesWithContext(ctx aws.Context, input *ListGameServerGroupsInput, fn func(*ListGameServerGroupsOutput, bool) bool, opts ...request.Option) error

ListGameServerGroupsPagesWithContext same as ListGameServerGroupsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListGameServerGroupsRequest

func (c *GameLift) ListGameServerGroupsRequest(input *ListGameServerGroupsInput) (req *request.Request, output *ListGameServerGroupsOutput)

ListGameServerGroupsRequest generates a "aws/request.Request" representing the client's request for the ListGameServerGroups operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListGameServerGroups for more information on using the ListGameServerGroups API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListGameServerGroupsRequest method.
req, resp := client.ListGameServerGroupsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups

func (*GameLift) ListGameServerGroupsWithContext

func (c *GameLift) ListGameServerGroupsWithContext(ctx aws.Context, input *ListGameServerGroupsInput, opts ...request.Option) (*ListGameServerGroupsOutput, error)

ListGameServerGroupsWithContext is the same as ListGameServerGroups with the addition of the ability to pass a context and additional request options.

See ListGameServerGroups for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListGameServers

func (c *GameLift) ListGameServers(input *ListGameServersInput) (*ListGameServersOutput, error)

ListGameServers API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListGameServers for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers

func (*GameLift) ListGameServersPages

func (c *GameLift) ListGameServersPages(input *ListGameServersInput, fn func(*ListGameServersOutput, bool) bool) error

ListGameServersPages iterates over the pages of a ListGameServers operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See ListGameServers method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a ListGameServers operation.
pageNum := 0
err := client.ListGameServersPages(params,
    func(page *gamelift.ListGameServersOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) ListGameServersPagesWithContext

func (c *GameLift) ListGameServersPagesWithContext(ctx aws.Context, input *ListGameServersInput, fn func(*ListGameServersOutput, bool) bool, opts ...request.Option) error

ListGameServersPagesWithContext same as ListGameServersPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListGameServersRequest

func (c *GameLift) ListGameServersRequest(input *ListGameServersInput) (req *request.Request, output *ListGameServersOutput)

ListGameServersRequest generates a "aws/request.Request" representing the client's request for the ListGameServers operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListGameServers for more information on using the ListGameServers API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListGameServersRequest method.
req, resp := client.ListGameServersRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers

func (*GameLift) ListGameServersWithContext

func (c *GameLift) ListGameServersWithContext(ctx aws.Context, input *ListGameServersInput, opts ...request.Option) (*ListGameServersOutput, error)

ListGameServersWithContext is the same as ListGameServers with the addition of the ability to pass a context and additional request options.

See ListGameServers for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListScripts

func (c *GameLift) ListScripts(input *ListScriptsInput) (*ListScriptsOutput, error)

ListScripts API operation for Amazon GameLift.

Retrieves script records for all Realtime scripts that are associated with the AWS account in use.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListScripts for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts

func (*GameLift) ListScriptsPages

func (c *GameLift) ListScriptsPages(input *ListScriptsInput, fn func(*ListScriptsOutput, bool) bool) error

ListScriptsPages iterates over the pages of a ListScripts operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See ListScripts method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a ListScripts operation.
pageNum := 0
err := client.ListScriptsPages(params,
    func(page *gamelift.ListScriptsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) ListScriptsPagesWithContext

func (c *GameLift) ListScriptsPagesWithContext(ctx aws.Context, input *ListScriptsInput, fn func(*ListScriptsOutput, bool) bool, opts ...request.Option) error

ListScriptsPagesWithContext same as ListScriptsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListScriptsRequest

func (c *GameLift) ListScriptsRequest(input *ListScriptsInput) (req *request.Request, output *ListScriptsOutput)

ListScriptsRequest generates a "aws/request.Request" representing the client's request for the ListScripts operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListScripts for more information on using the ListScripts API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListScriptsRequest method.
req, resp := client.ListScriptsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts

func (*GameLift) ListScriptsWithContext

func (c *GameLift) ListScriptsWithContext(ctx aws.Context, input *ListScriptsInput, opts ...request.Option) (*ListScriptsOutput, error)

ListScriptsWithContext is the same as ListScripts with the addition of the ability to pass a context and additional request options.

See ListScripts for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ListTagsForResource

func (c *GameLift) ListTagsForResource(input *ListTagsForResourceInput) (*ListTagsForResourceOutput, error)

ListTagsForResource API operation for Amazon GameLift.

Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To list tags for a resource, specify the unique ARN value for the resource.

Learn more

Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference

AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/)

TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ListTagsForResource for usage and error information.

Returned Error Types:

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource

func (*GameLift) ListTagsForResourceRequest

func (c *GameLift) ListTagsForResourceRequest(input *ListTagsForResourceInput) (req *request.Request, output *ListTagsForResourceOutput)

ListTagsForResourceRequest generates a "aws/request.Request" representing the client's request for the ListTagsForResource operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ListTagsForResource for more information on using the ListTagsForResource API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ListTagsForResourceRequest method.
req, resp := client.ListTagsForResourceRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource

func (*GameLift) ListTagsForResourceWithContext

func (c *GameLift) ListTagsForResourceWithContext(ctx aws.Context, input *ListTagsForResourceInput, opts ...request.Option) (*ListTagsForResourceOutput, error)

ListTagsForResourceWithContext is the same as ListTagsForResource with the addition of the ability to pass a context and additional request options.

See ListTagsForResource for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) PutScalingPolicy

func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)

PutScalingPolicy API operation for Amazon GameLift.

Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.

Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.

Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html).

Target-based policy

A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.

For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.

To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Rule-based policy

A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.

For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%."

A policy's rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

To implement the example, the rule statement would look like this:

If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation PutScalingPolicy for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy

func (*GameLift) PutScalingPolicyRequest

func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)

PutScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the PutScalingPolicy operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See PutScalingPolicy for more information on using the PutScalingPolicy API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the PutScalingPolicyRequest method.
req, resp := client.PutScalingPolicyRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy

func (*GameLift) PutScalingPolicyWithContext

func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error)

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 (*GameLift) RegisterGameServer

func (c *GameLift) RegisterGameServer(input *RegisterGameServerInput) (*RegisterGameServerOutput, error)

RegisterGameServer API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.

To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response.

Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation RegisterGameServer for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer

func (*GameLift) RegisterGameServerRequest

func (c *GameLift) RegisterGameServerRequest(input *RegisterGameServerInput) (req *request.Request, output *RegisterGameServerOutput)

RegisterGameServerRequest generates a "aws/request.Request" representing the client's request for the RegisterGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See RegisterGameServer for more information on using the RegisterGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the RegisterGameServerRequest method.
req, resp := client.RegisterGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer

func (*GameLift) RegisterGameServerWithContext

func (c *GameLift) RegisterGameServerWithContext(ctx aws.Context, input *RegisterGameServerInput, opts ...request.Option) (*RegisterGameServerOutput, error)

RegisterGameServerWithContext is the same as RegisterGameServer with the addition of the ability to pass a context and additional request options.

See RegisterGameServer for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) RequestUploadCredentials

func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)

RequestUploadCredentials API operation for Amazon GameLift.

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation RequestUploadCredentials for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials

func (*GameLift) RequestUploadCredentialsRequest

func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)

RequestUploadCredentialsRequest generates a "aws/request.Request" representing the client's request for the RequestUploadCredentials operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See RequestUploadCredentials for more information on using the RequestUploadCredentials API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the RequestUploadCredentialsRequest method.
req, resp := client.RequestUploadCredentialsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials

func (*GameLift) RequestUploadCredentialsWithContext

func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error)

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 (*GameLift) ResolveAlias

func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)

ResolveAlias API operation for Amazon GameLift.

Retrieves the fleet ID that an alias is currently pointing to.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ResolveAlias for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias

func (*GameLift) ResolveAliasRequest

func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)

ResolveAliasRequest generates a "aws/request.Request" representing the client's request for the ResolveAlias operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ResolveAlias for more information on using the ResolveAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ResolveAliasRequest method.
req, resp := client.ResolveAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias

func (*GameLift) ResolveAliasWithContext

func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error)

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 (*GameLift) ResumeGameServerGroup

func (c *GameLift) ResumeGameServerGroup(input *ResumeGameServerGroupInput) (*ResumeGameServerGroupOutput, error)

ResumeGameServerGroup API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ResumeGameServerGroup for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup

func (*GameLift) ResumeGameServerGroupRequest

func (c *GameLift) ResumeGameServerGroupRequest(input *ResumeGameServerGroupInput) (req *request.Request, output *ResumeGameServerGroupOutput)

ResumeGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the ResumeGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ResumeGameServerGroup for more information on using the ResumeGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ResumeGameServerGroupRequest method.
req, resp := client.ResumeGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup

func (*GameLift) ResumeGameServerGroupWithContext

func (c *GameLift) ResumeGameServerGroupWithContext(ctx aws.Context, input *ResumeGameServerGroupInput, opts ...request.Option) (*ResumeGameServerGroupOutput, error)

ResumeGameServerGroupWithContext is the same as ResumeGameServerGroup with the addition of the ability to pass a context and additional request options.

See ResumeGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) SearchGameSessions

func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)

SearchGameSessions API operation for Amazon GameLift.

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

  • To search all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID. This approach returns game sessions in the fleet's home Region and all remote locations that fit the search criteria.

  • To search all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name. For location, you can specify a fleet's home Region or any remote location.

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.

You can search or sort by the following game session attributes:

  • gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.

  • gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.

  • gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings.

  • maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.

  • creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.

  • playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.

  • hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation SearchGameSessions for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • TerminalRoutingStrategyException The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions

func (*GameLift) SearchGameSessionsPages

func (c *GameLift) SearchGameSessionsPages(input *SearchGameSessionsInput, fn func(*SearchGameSessionsOutput, bool) bool) error

SearchGameSessionsPages iterates over the pages of a SearchGameSessions operation, calling the "fn" function with the response data for each page. To stop iterating, return false from the fn function.

See SearchGameSessions method for more information on how to use this operation.

Note: This operation can generate multiple requests to a service.

// Example iterating over at most 3 pages of a SearchGameSessions operation.
pageNum := 0
err := client.SearchGameSessionsPages(params,
    func(page *gamelift.SearchGameSessionsOutput, lastPage bool) bool {
        pageNum++
        fmt.Println(page)
        return pageNum <= 3
    })

func (*GameLift) SearchGameSessionsPagesWithContext

func (c *GameLift) SearchGameSessionsPagesWithContext(ctx aws.Context, input *SearchGameSessionsInput, fn func(*SearchGameSessionsOutput, bool) bool, opts ...request.Option) error

SearchGameSessionsPagesWithContext same as SearchGameSessionsPages except it takes a Context and allows setting request options on the pages.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) SearchGameSessionsRequest

func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput)

SearchGameSessionsRequest generates a "aws/request.Request" representing the client's request for the SearchGameSessions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See SearchGameSessions for more information on using the SearchGameSessions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the SearchGameSessionsRequest method.
req, resp := client.SearchGameSessionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions

func (*GameLift) SearchGameSessionsWithContext

func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error)

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 (*GameLift) StartFleetActions

func (c *GameLift) StartFleetActions(input *StartFleetActionsInput) (*StartFleetActionsOutput, error)

StartFleetActions API operation for Amazon GameLift.

Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity.

This operation can be used in the following ways:

  • To restart actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to resume.

  • To restart actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to resume.

If successful, GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StartFleetActions for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions

func (*GameLift) StartFleetActionsRequest

func (c *GameLift) StartFleetActionsRequest(input *StartFleetActionsInput) (req *request.Request, output *StartFleetActionsOutput)

StartFleetActionsRequest generates a "aws/request.Request" representing the client's request for the StartFleetActions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StartFleetActions for more information on using the StartFleetActions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StartFleetActionsRequest method.
req, resp := client.StartFleetActionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions

func (*GameLift) StartFleetActionsWithContext

func (c *GameLift) StartFleetActionsWithContext(ctx aws.Context, input *StartFleetActionsInput, opts ...request.Option) (*StartFleetActionsOutput, error)

StartFleetActionsWithContext is the same as StartFleetActions with the addition of the ability to pass a context and additional request options.

See StartFleetActions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StartGameSessionPlacement

func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error)

StartGameSessionPlacement API operation for Amazon GameLift.

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

  • The queue name and a set of game session properties and settings

  • A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request

  • (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)

  • Latency data for all players (if you want to optimize game play for the players)

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StartGameSessionPlacement for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement

func (*GameLift) StartGameSessionPlacementRequest

func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput)

StartGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the StartGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StartGameSessionPlacement for more information on using the StartGameSessionPlacement API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StartGameSessionPlacementRequest method.
req, resp := client.StartGameSessionPlacementRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement

func (*GameLift) StartGameSessionPlacementWithContext

func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error)

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 (*GameLift) StartMatchBackfill

func (c *GameLift) StartMatchBackfill(input *StartMatchBackfillInput) (*StartMatchBackfillOutput, error)

StartMatchBackfill API operation for Amazon GameLift.

Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.

When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.

When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.

To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.

Learn more

Backfill existing games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html)

Matchmaking events (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html)
(reference)

How GameLift FlexMatch works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html)

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StartMatchBackfill for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill

func (*GameLift) StartMatchBackfillRequest

func (c *GameLift) StartMatchBackfillRequest(input *StartMatchBackfillInput) (req *request.Request, output *StartMatchBackfillOutput)

StartMatchBackfillRequest generates a "aws/request.Request" representing the client's request for the StartMatchBackfill operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StartMatchBackfill for more information on using the StartMatchBackfill API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StartMatchBackfillRequest method.
req, resp := client.StartMatchBackfillRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill

func (*GameLift) StartMatchBackfillWithContext

func (c *GameLift) StartMatchBackfillWithContext(ctx aws.Context, input *StartMatchBackfillInput, opts ...request.Option) (*StartMatchBackfillOutput, error)

StartMatchBackfillWithContext is the same as StartMatchBackfill with the addition of the ability to pass a context and additional request options.

See StartMatchBackfill for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StartMatchmaking

func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error)

StartMatchmaking API operation for Amazon GameLift.

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED.

Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html)

Set Up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)

How GameLift FlexMatch works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html)

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StartMatchmaking for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking

func (*GameLift) StartMatchmakingRequest

func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *request.Request, output *StartMatchmakingOutput)

StartMatchmakingRequest generates a "aws/request.Request" representing the client's request for the StartMatchmaking operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StartMatchmaking for more information on using the StartMatchmaking API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StartMatchmakingRequest method.
req, resp := client.StartMatchmakingRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking

func (*GameLift) StartMatchmakingWithContext

func (c *GameLift) StartMatchmakingWithContext(ctx aws.Context, input *StartMatchmakingInput, opts ...request.Option) (*StartMatchmakingOutput, error)

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 (*GameLift) StopFleetActions

func (c *GameLift) StopFleetActions(input *StopFleetActionsInput) (*StopFleetActionsOutput, error)

StopFleetActions API operation for Amazon GameLift.

Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location.

Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations.

This operation can be used in the following ways:

  • To stop actions on instances in the fleet's home Region, provide a fleet ID and the type of actions to suspend.

  • To stop actions on instances in one of the fleet's remote locations, provide a fleet ID, a location name, and the type of actions to suspend.

If successful, GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. Suspended activity can be restarted using StartFleetActions.

Learn more

Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StopFleetActions for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions

func (*GameLift) StopFleetActionsRequest

func (c *GameLift) StopFleetActionsRequest(input *StopFleetActionsInput) (req *request.Request, output *StopFleetActionsOutput)

StopFleetActionsRequest generates a "aws/request.Request" representing the client's request for the StopFleetActions operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StopFleetActions for more information on using the StopFleetActions API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StopFleetActionsRequest method.
req, resp := client.StopFleetActionsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions

func (*GameLift) StopFleetActionsWithContext

func (c *GameLift) StopFleetActionsWithContext(ctx aws.Context, input *StopFleetActionsInput, opts ...request.Option) (*StopFleetActionsOutput, error)

StopFleetActionsWithContext is the same as StopFleetActions with the addition of the ability to pass a context and additional request options.

See StopFleetActions for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) StopGameSessionPlacement

func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error)

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.

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StopGameSessionPlacement for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement

func (*GameLift) StopGameSessionPlacementRequest

func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput)

StopGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the StopGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StopGameSessionPlacement for more information on using the StopGameSessionPlacement API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StopGameSessionPlacementRequest method.
req, resp := client.StopGameSessionPlacementRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement

func (*GameLift) StopGameSessionPlacementWithContext

func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error)

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 (*GameLift) StopMatchmaking

func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error)

StopMatchmaking API operation for Amazon GameLift.

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html)

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation StopMatchmaking for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking

func (*GameLift) StopMatchmakingRequest

func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *request.Request, output *StopMatchmakingOutput)

StopMatchmakingRequest generates a "aws/request.Request" representing the client's request for the StopMatchmaking operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See StopMatchmaking for more information on using the StopMatchmaking API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the StopMatchmakingRequest method.
req, resp := client.StopMatchmakingRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking

func (*GameLift) StopMatchmakingWithContext

func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchmakingInput, opts ...request.Option) (*StopMatchmakingOutput, error)

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 (*GameLift) SuspendGameServerGroup

func (c *GameLift) SuspendGameServerGroup(input *SuspendGameServerGroupInput) (*SuspendGameServerGroupOutput, error)

SuspendGameServerGroup API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

  • Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active.

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation SuspendGameServerGroup for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup

func (*GameLift) SuspendGameServerGroupRequest

func (c *GameLift) SuspendGameServerGroupRequest(input *SuspendGameServerGroupInput) (req *request.Request, output *SuspendGameServerGroupOutput)

SuspendGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the SuspendGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See SuspendGameServerGroup for more information on using the SuspendGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the SuspendGameServerGroupRequest method.
req, resp := client.SuspendGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup

func (*GameLift) SuspendGameServerGroupWithContext

func (c *GameLift) SuspendGameServerGroupWithContext(ctx aws.Context, input *SuspendGameServerGroupInput, opts ...request.Option) (*SuspendGameServerGroupOutput, error)

SuspendGameServerGroupWithContext is the same as SuspendGameServerGroup with the addition of the ability to pass a context and additional request options.

See SuspendGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) TagResource

func (c *GameLift) TagResource(input *TagResourceInput) (*TagResourceOutput, error)

TagResource API operation for Amazon GameLift.

Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.

Learn more

Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference

AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/)

TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation TagResource for usage and error information.

Returned Error Types:

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource

func (*GameLift) TagResourceRequest

func (c *GameLift) TagResourceRequest(input *TagResourceInput) (req *request.Request, output *TagResourceOutput)

TagResourceRequest generates a "aws/request.Request" representing the client's request for the TagResource operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See TagResource for more information on using the TagResource API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the TagResourceRequest method.
req, resp := client.TagResourceRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource

func (*GameLift) TagResourceWithContext

func (c *GameLift) TagResourceWithContext(ctx aws.Context, input *TagResourceInput, opts ...request.Option) (*TagResourceOutput, error)

TagResourceWithContext is the same as TagResource with the addition of the ability to pass a context and additional request options.

See TagResource for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UntagResource

func (c *GameLift) UntagResource(input *UntagResourceInput) (*UntagResourceOutput, error)

UntagResource API operation for Amazon GameLift.

Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

  • Build

  • Script

  • Fleet

  • Alias

  • GameSessionQueue

  • MatchmakingConfiguration

  • MatchmakingRuleSet

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource.

Learn more

Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference

AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/)

TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UntagResource for usage and error information.

Returned Error Types:

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • TaggingFailedException The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource

func (*GameLift) UntagResourceRequest

func (c *GameLift) UntagResourceRequest(input *UntagResourceInput) (req *request.Request, output *UntagResourceOutput)

UntagResourceRequest generates a "aws/request.Request" representing the client's request for the UntagResource operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UntagResource for more information on using the UntagResource API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UntagResourceRequest method.
req, resp := client.UntagResourceRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource

func (*GameLift) UntagResourceWithContext

func (c *GameLift) UntagResourceWithContext(ctx aws.Context, input *UntagResourceInput, opts ...request.Option) (*UntagResourceOutput, error)

UntagResourceWithContext is the same as UntagResource with the addition of the ability to pass a context and additional request options.

See UntagResource for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateAlias

func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)

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.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateAlias for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias

func (*GameLift) UpdateAliasRequest

func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)

UpdateAliasRequest generates a "aws/request.Request" representing the client's request for the UpdateAlias operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateAlias for more information on using the UpdateAlias API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateAliasRequest method.
req, resp := client.UpdateAliasRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias

func (*GameLift) UpdateAliasWithContext

func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error)

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 (*GameLift) UpdateBuild

func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)

UpdateBuild API operation for Amazon GameLift.

Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

Learn more

Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateBuild for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild

func (*GameLift) UpdateBuildRequest

func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)

UpdateBuildRequest generates a "aws/request.Request" representing the client's request for the UpdateBuild operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateBuild for more information on using the UpdateBuild API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateBuildRequest method.
req, resp := client.UpdateBuildRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild

func (*GameLift) UpdateBuildWithContext

func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error)

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 (*GameLift) UpdateFleetAttributes

func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)

UpdateFleetAttributes API operation for Amazon GameLift.

Updates a fleet's mutable attributes, including game session protection and resource creation limits.

To update fleet attributes, specify the fleet ID and the property values that you want to change.

If successful, an updated FleetAttributes object is returned.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetAttributes for usage and error information.

Returned Error Types:

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • InvalidFleetStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.

  • LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes

func (*GameLift) UpdateFleetAttributesRequest

func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)

UpdateFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetAttributes operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateFleetAttributes for more information on using the UpdateFleetAttributes API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateFleetAttributesRequest method.
req, resp := client.UpdateFleetAttributesRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes

func (*GameLift) UpdateFleetAttributesWithContext

func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error)

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 (*GameLift) UpdateFleetCapacity

func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)

UpdateFleetCapacity API operation for Amazon GameLift.

Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties:

  • Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot set the fleet's capacity to a value outside of this range, whether the capacity is changed manually or through automatic scaling.

  • Desired capacity: Manually set the number of EC2 instances to be maintained in a fleet location. Before changing a fleet's desired capacity, you may want to call DescribeEC2InstanceLimits to get the maximum capacity of the fleet's EC2 instance type. Alternatively, consider using automatic scaling to adjust capacity based on player demand.

This operation can be used in the following ways:

  • To update capacity for a fleet's home Region, or if the fleet has no remote locations, omit the Location parameter. The fleet must be in ACTIVE status.

  • To update capacity for a fleet's remote location, include the Location parameter set to the location to be updated. The location must be in ACTIVE status.

If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded exception occurs.

Learn more

Scaling fleet capacity (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-manage-capacity.html)

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetCapacity for usage and error information.

Returned Error Types:

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

  • InvalidFleetStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity

func (*GameLift) UpdateFleetCapacityRequest

func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)

UpdateFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetCapacity operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateFleetCapacity for more information on using the UpdateFleetCapacity API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateFleetCapacityRequest method.
req, resp := client.UpdateFleetCapacityRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity

func (*GameLift) UpdateFleetCapacityWithContext

func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error)

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 (*GameLift) UpdateFleetPortSettings

func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)

UpdateFleetPortSettings API operation for Amazon GameLift.

Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet.

To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions.

If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetPortSettings for usage and error information.

Returned Error Types:

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • InvalidFleetStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.

  • LimitExceededException The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings

func (*GameLift) UpdateFleetPortSettingsRequest

func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)

UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetPortSettings operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateFleetPortSettings for more information on using the UpdateFleetPortSettings API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateFleetPortSettingsRequest method.
req, resp := client.UpdateFleetPortSettingsRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings

func (*GameLift) UpdateFleetPortSettingsWithContext

func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error)

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 (*GameLift) UpdateGameServer

func (c *GameLift) UpdateGameServer(input *UpdateGameServerInput) (*UpdateGameServerOutput, error)

UpdateGameServer API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Updates information about a registered game server to help GameLift FleetIQ to track game server availability. This operation is called by a game server process that is running on an instance in a game server group.

Use this operation to update the following types of game server information. You can make all three types of updates in the same request:

  • To update the game server's utilization status, identify the game server and game server group and specify the current utilization status. Use this status to identify when game servers are currently hosting games and when they are available to be claimed.

  • To report health status, identify the game server and game server group and set health check to HEALTHY. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.

  • To change game server metadata, provide updated game server data.

Once a game server is successfully updated, the relevant statuses and timestamps are updated.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateGameServer for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer

func (*GameLift) UpdateGameServerGroup

func (c *GameLift) UpdateGameServerGroup(input *UpdateGameServerGroupInput) (*UpdateGameServerGroupOutput, error)

UpdateGameServerGroup API operation for Amazon GameLift.

This operation is used with the GameLift FleetIQ solution and game server groups.

Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.

To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned.

Learn more

GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateGameServerGroup for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup

func (*GameLift) UpdateGameServerGroupRequest

func (c *GameLift) UpdateGameServerGroupRequest(input *UpdateGameServerGroupInput) (req *request.Request, output *UpdateGameServerGroupOutput)

UpdateGameServerGroupRequest generates a "aws/request.Request" representing the client's request for the UpdateGameServerGroup operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateGameServerGroup for more information on using the UpdateGameServerGroup API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateGameServerGroupRequest method.
req, resp := client.UpdateGameServerGroupRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup

func (*GameLift) UpdateGameServerGroupWithContext

func (c *GameLift) UpdateGameServerGroupWithContext(ctx aws.Context, input *UpdateGameServerGroupInput, opts ...request.Option) (*UpdateGameServerGroupOutput, error)

UpdateGameServerGroupWithContext is the same as UpdateGameServerGroup with the addition of the ability to pass a context and additional request options.

See UpdateGameServerGroup for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateGameServerRequest

func (c *GameLift) UpdateGameServerRequest(input *UpdateGameServerInput) (req *request.Request, output *UpdateGameServerOutput)

UpdateGameServerRequest generates a "aws/request.Request" representing the client's request for the UpdateGameServer operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateGameServer for more information on using the UpdateGameServer API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateGameServerRequest method.
req, resp := client.UpdateGameServerRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer

func (*GameLift) UpdateGameServerWithContext

func (c *GameLift) UpdateGameServerWithContext(ctx aws.Context, input *UpdateGameServerInput, opts ...request.Option) (*UpdateGameServerOutput, error)

UpdateGameServerWithContext is the same as UpdateGameServer with the addition of the ability to pass a context and additional request options.

See UpdateGameServer for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) UpdateGameSession

func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)

UpdateGameSession API operation for Amazon GameLift.

Updates the mutable properties of a game session.

To update a game session, specify the game session ID and the values you want to change.

If successful, the updated GameSession object is returned.

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateGameSession for usage and error information.

Returned Error Types:

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • ConflictException The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidGameSessionStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession

func (*GameLift) UpdateGameSessionQueue

func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error)

UpdateGameSessionQueue API operation for Amazon GameLift.

Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

Learn more

Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html)

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateGameSessionQueue for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue

func (*GameLift) UpdateGameSessionQueueRequest

func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput)

UpdateGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSessionQueue operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateGameSessionQueue for more information on using the UpdateGameSessionQueue API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateGameSessionQueueRequest method.
req, resp := client.UpdateGameSessionQueueRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue

func (*GameLift) UpdateGameSessionQueueWithContext

func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error)

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 (*GameLift) UpdateGameSessionRequest

func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)

UpdateGameSessionRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSession operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateGameSession for more information on using the UpdateGameSession API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateGameSessionRequest method.
req, resp := client.UpdateGameSessionRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession

func (*GameLift) UpdateGameSessionWithContext

func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error)

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 (*GameLift) UpdateMatchmakingConfiguration

func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error)

UpdateMatchmakingConfiguration API operation for Amazon GameLift.

Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.

Learn more

Design a FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html)

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateMatchmakingConfiguration for usage and error information.

Returned Error Types:

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration

func (*GameLift) UpdateMatchmakingConfigurationRequest

func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) (req *request.Request, output *UpdateMatchmakingConfigurationOutput)

UpdateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the UpdateMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateMatchmakingConfiguration for more information on using the UpdateMatchmakingConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateMatchmakingConfigurationRequest method.
req, resp := client.UpdateMatchmakingConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration

func (*GameLift) UpdateMatchmakingConfigurationWithContext

func (c *GameLift) UpdateMatchmakingConfigurationWithContext(ctx aws.Context, input *UpdateMatchmakingConfigurationInput, opts ...request.Option) (*UpdateMatchmakingConfigurationOutput, error)

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 (*GameLift) UpdateRuntimeConfiguration

func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)

UpdateRuntimeConfiguration API operation for Amazon GameLift.

Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration with an updated set of server process configurations.

If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.

Learn more

Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateRuntimeConfiguration for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • InvalidFleetStatusException The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration

func (*GameLift) UpdateRuntimeConfigurationRequest

func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput)

UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the UpdateRuntimeConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateRuntimeConfiguration for more information on using the UpdateRuntimeConfiguration API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateRuntimeConfigurationRequest method.
req, resp := client.UpdateRuntimeConfigurationRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration

func (*GameLift) UpdateRuntimeConfigurationWithContext

func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error)

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 (*GameLift) UpdateScript

func (c *GameLift) UpdateScript(input *UpdateScriptInput) (*UpdateScriptOutput, error)

UpdateScript API operation for Amazon GameLift.

Updates Realtime script metadata and content.

To update script metadata, specify the script ID and provide updated name and/or version values.

To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.

If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.

Learn more

Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation UpdateScript for usage and error information.

Returned Error Types:

  • UnauthorizedException The client failed authentication. Clients should not retry such requests.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

  • NotFoundException A service resource associated with the request could not be found. Clients should not retry such requests.

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript

func (*GameLift) UpdateScriptRequest

func (c *GameLift) UpdateScriptRequest(input *UpdateScriptInput) (req *request.Request, output *UpdateScriptOutput)

UpdateScriptRequest generates a "aws/request.Request" representing the client's request for the UpdateScript operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See UpdateScript for more information on using the UpdateScript API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the UpdateScriptRequest method.
req, resp := client.UpdateScriptRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript

func (*GameLift) UpdateScriptWithContext

func (c *GameLift) UpdateScriptWithContext(ctx aws.Context, input *UpdateScriptInput, opts ...request.Option) (*UpdateScriptOutput, error)

UpdateScriptWithContext is the same as UpdateScript with the addition of the ability to pass a context and additional request options.

See UpdateScript for details on how to use this API operation.

The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.

func (*GameLift) ValidateMatchmakingRuleSet

func (c *GameLift) ValidateMatchmakingRuleSet(input *ValidateMatchmakingRuleSetInput) (*ValidateMatchmakingRuleSetOutput, error)

ValidateMatchmakingRuleSet API operation for Amazon GameLift.

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.

Learn more

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.

See the AWS API reference guide for Amazon GameLift's API operation ValidateMatchmakingRuleSet for usage and error information.

Returned Error Types:

  • InternalServiceException The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

  • UnsupportedRegionException The requested operation is not supported in the Region specified.

  • InvalidRequestException One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet

func (*GameLift) ValidateMatchmakingRuleSetRequest

func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) (req *request.Request, output *ValidateMatchmakingRuleSetOutput)

ValidateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the ValidateMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request completes successfully.

Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.

See ValidateMatchmakingRuleSet for more information on using the ValidateMatchmakingRuleSet API call, and error handling.

This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.

// Example sending a request using the ValidateMatchmakingRuleSetRequest method.
req, resp := client.ValidateMatchmakingRuleSetRequest(params)

err := req.Send()
if err == nil { // resp is now filled
    fmt.Println(resp)
}

See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet

func (*GameLift) ValidateMatchmakingRuleSetWithContext

func (c *GameLift) ValidateMatchmakingRuleSetWithContext(ctx aws.Context, input *ValidateMatchmakingRuleSetInput, opts ...request.Option) (*ValidateMatchmakingRuleSetOutput, error)

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.

type GameProperty

type GameProperty struct {

	// The game property identifier.
	//
	// Key is a required field
	Key *string `type:"string" required:"true"`

	// The game property value.
	//
	// Value is a required field
	Value *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create).

func (GameProperty) GoString

func (s GameProperty) GoString() string

GoString returns the string representation

func (*GameProperty) SetKey

func (s *GameProperty) SetKey(v string) *GameProperty

SetKey sets the Key field's value.

func (*GameProperty) SetValue

func (s *GameProperty) SetValue(v string) *GameProperty

SetValue sets the Value field's value.

func (GameProperty) String

func (s GameProperty) String() string

String returns the string representation

func (*GameProperty) Validate

func (s *GameProperty) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type GameServer

type GameServer struct {

	// Indicates when an available game server has been reserved for gameplay but
	// has not yet started hosting a game. Once it is claimed, the game server remains
	// in CLAIMED status for a maximum of one minute. During this time, game clients
	// connect to the game server to start the game and trigger the game server
	// to update its utilization status. After one minute, the game server claim
	// status reverts to null.
	ClaimStatus *string `type:"string" enum:"GameServerClaimStatus"`

	// The port and IP address that must be used to establish a client connection
	// to the game server.
	ConnectionInfo *string `min:"1" type:"string"`

	// A set of custom game server properties, formatted as a single string value.
	// This data is passed to a game client or service when it requests information
	// on game servers using ListGameServers or ClaimGameServer.
	GameServerData *string `min:"1" type:"string"`

	// The ARN identifier for the game server group where the game server is located.
	GameServerGroupArn *string `min:"1" type:"string"`

	// A unique identifier for the game server group where the game server is running.
	// Use either the GameServerGroup name or ARN value.
	GameServerGroupName *string `min:"1" type:"string"`

	// A custom string that uniquely identifies the game server. Game server IDs
	// are developer-defined and are unique across all game server groups in an
	// AWS account.
	GameServerId *string `min:"3" type:"string"`

	// The unique identifier for the instance where the game server is running.
	// This ID is available in the instance metadata. EC2 instance IDs use a 17-character
	// format, for example: i-1234567890abcdef0.
	InstanceId *string `min:"19" type:"string"`

	// Timestamp that indicates the last time the game server was claimed with a
	// ClaimGameServer request. The format is a number expressed in Unix time as
	// milliseconds (for example "1469498468.057"). This value is used to calculate
	// when a claimed game server's status should revert to null.
	LastClaimTime *time.Time `type:"timestamp"`

	// Timestamp that indicates the last time the game server was updated with health
	// status using an UpdateGameServer request. The format is a number expressed
	// in Unix time as milliseconds (for example "1469498468.057"). After game server
	// registration, this property is only changed when a game server update specifies
	// a health check value.
	LastHealthCheckTime *time.Time `type:"timestamp"`

	// Timestamp that indicates when the game server was created with a RegisterGameServer
	// request. The format is a number expressed in Unix time as milliseconds (for
	// example "1469498468.057").
	RegistrationTime *time.Time `type:"timestamp"`

	// Indicates whether the game server is currently available for new games or
	// is busy. Possible statuses include:
	//
	//    * AVAILABLE - The game server is available to be claimed. A game server
	//    that has been claimed remains in this status until it reports game hosting
	//    activity.
	//
	//    * UTILIZED - The game server is currently hosting a game session with
	//    players.
	UtilizationStatus *string `type:"string" enum:"GameServerUtilizationStatus"`
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups.

Properties describing a game server that is running on an instance in a GameServerGroup.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

func (GameServer) GoString

func (s GameServer) GoString() string

GoString returns the string representation

func (*GameServer) SetClaimStatus

func (s *GameServer) SetClaimStatus(v string) *GameServer

SetClaimStatus sets the ClaimStatus field's value.

func (*GameServer) SetConnectionInfo

func (s *GameServer) SetConnectionInfo(v string) *GameServer

SetConnectionInfo sets the ConnectionInfo field's value.

func (*GameServer) SetGameServerData

func (s *GameServer) SetGameServerData(v string) *GameServer

SetGameServerData sets the GameServerData field's value.

func (*GameServer) SetGameServerGroupArn

func (s *GameServer) SetGameServerGroupArn(v string) *GameServer

SetGameServerGroupArn sets the GameServerGroupArn field's value.

func (*GameServer) SetGameServerGroupName

func (s *GameServer) SetGameServerGroupName(v string) *GameServer

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*GameServer) SetGameServerId

func (s *GameServer) SetGameServerId(v string) *GameServer

SetGameServerId sets the GameServerId field's value.

func (*GameServer) SetInstanceId

func (s *GameServer) SetInstanceId(v string) *GameServer

SetInstanceId sets the InstanceId field's value.

func (*GameServer) SetLastClaimTime

func (s *GameServer) SetLastClaimTime(v time.Time) *GameServer

SetLastClaimTime sets the LastClaimTime field's value.

func (*GameServer) SetLastHealthCheckTime

func (s *GameServer) SetLastHealthCheckTime(v time.Time) *GameServer

SetLastHealthCheckTime sets the LastHealthCheckTime field's value.

func (*GameServer) SetRegistrationTime

func (s *GameServer) SetRegistrationTime(v time.Time) *GameServer

SetRegistrationTime sets the RegistrationTime field's value.

func (*GameServer) SetUtilizationStatus

func (s *GameServer) SetUtilizationStatus(v string) *GameServer

SetUtilizationStatus sets the UtilizationStatus field's value.

func (GameServer) String

func (s GameServer) String() string

String returns the string representation

type GameServerGroup

type GameServerGroup struct {

	// A generated unique ID for the EC2 Auto Scaling group that is associated with
	// this game server group.
	AutoScalingGroupArn *string `type:"string"`

	// Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand
	// Instances in the game server group. Method options include the following:
	//
	//    * SPOT_ONLY - Only Spot Instances are used in the game server group. If
	//    Spot Instances are unavailable or not viable for game hosting, the game
	//    server group provides no hosting capacity until Spot Instances can again
	//    be used. Until then, no new instances are started, and the existing nonviable
	//    Spot Instances are terminated (after current gameplay ends) and are not
	//    replaced.
	//
	//    * SPOT_PREFERRED - (default value) Spot Instances are used whenever available
	//    in the game server group. If Spot Instances are unavailable, the game
	//    server group continues to provide hosting capacity by falling back to
	//    On-Demand Instances. Existing nonviable Spot Instances are terminated
	//    (after current gameplay ends) and are replaced with new On-Demand Instances.
	//
	//    * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server
	//    group. No Spot Instances are used, even when available, while this balancing
	//    strategy is in force.
	BalancingStrategy *string `type:"string" enum:"BalancingStrategy"`

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// A generated unique ID for the game server group.
	GameServerGroupArn *string `min:"1" type:"string"`

	// A developer-defined identifier for the game server group. The name is unique
	// for each Region in each AWS account.
	GameServerGroupName *string `min:"1" type:"string"`

	// A flag that indicates whether instances in the game server group are protected
	// from early termination. Unprotected instances that have active game servers
	// running might be terminated during a scale-down event, causing players to
	// be dropped from the game. Protected instances cannot be terminated while
	// there are active game servers running except in the event of a forced game
	// server group deletion (see ). An exception to this is with Spot Instances,
	// which can be terminated by AWS regardless of protection status.
	GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"`

	// The set of EC2 instance types that GameLift FleetIQ can use when balancing
	// and automatically scaling instances in the corresponding Auto Scaling group.
	InstanceDefinitions []*InstanceDefinition `min:"2" type:"list"`

	// A timestamp that indicates when this game server group was last updated.
	LastUpdatedTime *time.Time `type:"timestamp"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
	// groups.
	RoleArn *string `min:"1" type:"string"`

	// The current status of the game server group. Possible statuses include:
	//
	//    * NEW - GameLift FleetIQ has validated the CreateGameServerGroup() request.
	//
	//    * ACTIVATING - GameLift FleetIQ is setting up a game server group, which
	//    includes creating an Auto Scaling group in your AWS account.
	//
	//    * ACTIVE - The game server group has been successfully created.
	//
	//    * DELETE_SCHEDULED - A request to delete the game server group has been
	//    received.
	//
	//    * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup()
	//    request and is processing it. GameLift FleetIQ must first complete and
	//    release hosts before it deletes the Auto Scaling group and the game server
	//    group.
	//
	//    * DELETED - The game server group has been successfully deleted.
	//
	//    * ERROR - The asynchronous processes of activating or deleting a game
	//    server group has failed, resulting in an error state.
	Status *string `type:"string" enum:"GameServerGroupStatus"`

	// Additional information about the current game server group status. This information
	// might provide additional insight on groups that are in ERROR status.
	StatusReason *string `min:"1" type:"string"`

	// A list of activities that are currently suspended for this game server group.
	// If this property is empty, all activities are occurring.
	SuspendedActions []*string `min:"1" type:"list"`
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups.

Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding EC2 Auto Scaling group.

A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup, respectively.

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

func (GameServerGroup) GoString

func (s GameServerGroup) GoString() string

GoString returns the string representation

func (*GameServerGroup) SetAutoScalingGroupArn

func (s *GameServerGroup) SetAutoScalingGroupArn(v string) *GameServerGroup

SetAutoScalingGroupArn sets the AutoScalingGroupArn field's value.

func (*GameServerGroup) SetBalancingStrategy

func (s *GameServerGroup) SetBalancingStrategy(v string) *GameServerGroup

SetBalancingStrategy sets the BalancingStrategy field's value.

func (*GameServerGroup) SetCreationTime

func (s *GameServerGroup) SetCreationTime(v time.Time) *GameServerGroup

SetCreationTime sets the CreationTime field's value.

func (*GameServerGroup) SetGameServerGroupArn

func (s *GameServerGroup) SetGameServerGroupArn(v string) *GameServerGroup

SetGameServerGroupArn sets the GameServerGroupArn field's value.

func (*GameServerGroup) SetGameServerGroupName

func (s *GameServerGroup) SetGameServerGroupName(v string) *GameServerGroup

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*GameServerGroup) SetGameServerProtectionPolicy

func (s *GameServerGroup) SetGameServerProtectionPolicy(v string) *GameServerGroup

SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value.

func (*GameServerGroup) SetInstanceDefinitions

func (s *GameServerGroup) SetInstanceDefinitions(v []*InstanceDefinition) *GameServerGroup

SetInstanceDefinitions sets the InstanceDefinitions field's value.

func (*GameServerGroup) SetLastUpdatedTime

func (s *GameServerGroup) SetLastUpdatedTime(v time.Time) *GameServerGroup

SetLastUpdatedTime sets the LastUpdatedTime field's value.

func (*GameServerGroup) SetRoleArn

func (s *GameServerGroup) SetRoleArn(v string) *GameServerGroup

SetRoleArn sets the RoleArn field's value.

func (*GameServerGroup) SetStatus

func (s *GameServerGroup) SetStatus(v string) *GameServerGroup

SetStatus sets the Status field's value.

func (*GameServerGroup) SetStatusReason

func (s *GameServerGroup) SetStatusReason(v string) *GameServerGroup

SetStatusReason sets the StatusReason field's value.

func (*GameServerGroup) SetSuspendedActions

func (s *GameServerGroup) SetSuspendedActions(v []*string) *GameServerGroup

SetSuspendedActions sets the SuspendedActions field's value.

func (GameServerGroup) String

func (s GameServerGroup) String() string

String returns the string representation

type GameServerGroupAutoScalingPolicy

type GameServerGroupAutoScalingPolicy struct {

	// Length of time, in seconds, it takes for a new instance to start new game
	// server processes and register with GameLift FleetIQ. Specifying a warm-up
	// time can be useful, particularly with game servers that take a long time
	// to start up, because it avoids prematurely starting new instances.
	EstimatedInstanceWarmup *int64 `min:"1" type:"integer"`

	// Settings for a target-based scaling policy applied to Auto Scaling group.
	// These settings are used to create a target-based policy that tracks the GameLift
	// FleetIQ metric "PercentUtilizedGameServers" and specifies a target value
	// for the metric. As player usage changes, the policy triggers to adjust the
	// game server group capacity so that the metric returns to the target value.
	//
	// TargetTrackingConfiguration is a required field
	TargetTrackingConfiguration *TargetTrackingConfiguration `type:"structure" required:"true"`
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups.

Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group with CreateGameServerGroup. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.

func (GameServerGroupAutoScalingPolicy) GoString

GoString returns the string representation

func (*GameServerGroupAutoScalingPolicy) SetEstimatedInstanceWarmup

SetEstimatedInstanceWarmup sets the EstimatedInstanceWarmup field's value.

func (*GameServerGroupAutoScalingPolicy) SetTargetTrackingConfiguration

SetTargetTrackingConfiguration sets the TargetTrackingConfiguration field's value.

func (GameServerGroupAutoScalingPolicy) String

String returns the string representation

func (*GameServerGroupAutoScalingPolicy) Validate

Validate inspects the fields of the type to determine if they are valid.

type GameServerInstance

type GameServerInstance struct {

	// A generated unique identifier for the game server group that includes the
	// game server instance.
	GameServerGroupArn *string `min:"1" type:"string"`

	// A developer-defined identifier for the game server group that includes the
	// game server instance. The name is unique for each Region in each AWS account.
	GameServerGroupName *string `min:"1" type:"string"`

	// The unique identifier for the instance where the game server is running.
	// This ID is available in the instance metadata. EC2 instance IDs use a 17-character
	// format, for example: i-1234567890abcdef0.
	InstanceId *string `min:"19" type:"string"`

	// Current status of the game server instance.
	//
	//    * ACTIVE -- The instance is viable for hosting game servers.
	//
	//    * DRAINING -- The instance is not viable for hosting game servers. Existing
	//    game servers are in the process of ending, and new game servers are not
	//    started on this instance unless no other resources are available. When
	//    the instance is put in DRAINING, a new instance is started up to replace
	//    it. Once the instance has no UTILIZED game servers, it will be terminated
	//    in favor of the new instance.
	//
	//    * SPOT_TERMINATING -- The instance is in the process of shutting down
	//    due to a Spot instance interruption. No new game servers are started on
	//    this instance.
	InstanceStatus *string `type:"string" enum:"GameServerInstanceStatus"`
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups.

Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup and with the EC2 launch template that was used when creating the game server group.

Retrieve game server instances for a game server group by calling DescribeGameServerInstances.

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

func (GameServerInstance) GoString

func (s GameServerInstance) GoString() string

GoString returns the string representation

func (*GameServerInstance) SetGameServerGroupArn

func (s *GameServerInstance) SetGameServerGroupArn(v string) *GameServerInstance

SetGameServerGroupArn sets the GameServerGroupArn field's value.

func (*GameServerInstance) SetGameServerGroupName

func (s *GameServerInstance) SetGameServerGroupName(v string) *GameServerInstance

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*GameServerInstance) SetInstanceId

func (s *GameServerInstance) SetInstanceId(v string) *GameServerInstance

SetInstanceId sets the InstanceId field's value.

func (*GameServerInstance) SetInstanceStatus

func (s *GameServerInstance) SetInstanceStatus(v string) *GameServerInstance

SetInstanceStatus sets the InstanceStatus field's value.

func (GameServerInstance) String

func (s GameServerInstance) String() string

String returns the string representation

type GameSession

type GameSession struct {

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// A unique identifier for a player. This ID is used to enforce a resource protection
	// policy (if one exists), that limits the number of game sessions a player
	// can create.
	CreatorId *string `min:"1" type:"string"`

	// Number of players currently in the game session.
	CurrentPlayerSessionCount *int64 `type:"integer"`

	// The DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//
	//    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
	//
	//    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com.
	//    (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
	//
	// When connecting to a game session that is running on a TLS-enabled fleet,
	// you must use the DNS name, not the IP address.
	DnsName *string `type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// associated with the GameLift fleet that this game session is running on.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet that the game session is running on.
	FleetId *string `type:"string"`

	// A set of custom properties for a game session, formatted as key:value pairs.
	// These properties are passed to a game server process in the GameSession object
	// with a request to start a new game session. You can search for active game
	// sessions based on this custom data with SearchGameSessions.
	GameProperties []*GameProperty `type:"list"`

	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession object with
	// a request to start a new game session.
	GameSessionData *string `min:"1" type:"string"`

	// A unique identifier for the game session. A game session ARN has the following
	// format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string
	// or idempotency token>.
	GameSessionId *string `min:"1" type:"string"`

	// The IP address of the game session. To connect to a GameLift game server,
	// an app needs both the IP address and port number.
	IpAddress *string `type:"string"`

	// The fleet location where the game session is running. This value might specify
	// the fleet's home Region or a remote location. Location is expressed as an
	// AWS Region code such as us-west-2.
	Location *string `min:"1" type:"string"`

	// Information about the matchmaking process that was used to create the game
	// session. It is in JSON syntax, formatted as a string. In addition the matchmaking
	// configuration used, it contains data on all players assigned to the match,
	// including player attributes and team assignments. For more details on matchmaker
	// data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data).
	// Matchmaker data is useful when requesting match backfills, and is updated
	// whenever new players are added during a successful backfill (see StartMatchBackfill).
	MatchmakerData *string `min:"1" type:"string"`

	// The maximum number of players that can be connected simultaneously to the
	// game session.
	MaximumPlayerSessionCount *int64 `type:"integer"`

	// A descriptive label that is associated with a game session. Session names
	// do not need to be unique.
	Name *string `min:"1" type:"string"`

	// Indicates whether or not the game session is accepting new players.
	PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"`

	// The port number for the game session. To connect to a GameLift game server,
	// an app needs both the IP address and port number.
	Port *int64 `min:"1" type:"integer"`

	// Current status of the game session. A game session must have an ACTIVE status
	// to have player sessions.
	Status *string `type:"string" enum:"GameSessionStatus"`

	// Provides additional information about game session status. INTERRUPTED indicates
	// that the game session was hosted on a spot instance that was reclaimed, causing
	// the active game session to be terminated.
	StatusReason *string `type:"string" enum:"GameSessionStatusReason"`

	// A time stamp indicating when this data object was terminated. Format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057").
	TerminationTime *time.Time `type:"timestamp"`
	// contains filtered or unexported fields
}

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.

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (GameSession) GoString

func (s GameSession) GoString() string

GoString returns the string representation

func (*GameSession) SetCreationTime

func (s *GameSession) SetCreationTime(v time.Time) *GameSession

SetCreationTime sets the CreationTime field's value.

func (*GameSession) SetCreatorId

func (s *GameSession) SetCreatorId(v string) *GameSession

SetCreatorId sets the CreatorId field's value.

func (*GameSession) SetCurrentPlayerSessionCount

func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession

SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.

func (*GameSession) SetDnsName

func (s *GameSession) SetDnsName(v string) *GameSession

SetDnsName sets the DnsName field's value.

func (*GameSession) SetFleetArn

func (s *GameSession) SetFleetArn(v string) *GameSession

SetFleetArn sets the FleetArn field's value.

func (*GameSession) SetFleetId

func (s *GameSession) SetFleetId(v string) *GameSession

SetFleetId sets the FleetId field's value.

func (*GameSession) SetGameProperties

func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession

SetGameProperties sets the GameProperties field's value.

func (*GameSession) SetGameSessionData

func (s *GameSession) SetGameSessionData(v string) *GameSession

SetGameSessionData sets the GameSessionData field's value.

func (*GameSession) SetGameSessionId

func (s *GameSession) SetGameSessionId(v string) *GameSession

SetGameSessionId sets the GameSessionId field's value.

func (*GameSession) SetIpAddress

func (s *GameSession) SetIpAddress(v string) *GameSession

SetIpAddress sets the IpAddress field's value.

func (*GameSession) SetLocation

func (s *GameSession) SetLocation(v string) *GameSession

SetLocation sets the Location field's value.

func (*GameSession) SetMatchmakerData

func (s *GameSession) SetMatchmakerData(v string) *GameSession

SetMatchmakerData sets the MatchmakerData field's value.

func (*GameSession) SetMaximumPlayerSessionCount

func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*GameSession) SetName

func (s *GameSession) SetName(v string) *GameSession

SetName sets the Name field's value.

func (*GameSession) SetPlayerSessionCreationPolicy

func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession

SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value.

func (*GameSession) SetPort

func (s *GameSession) SetPort(v int64) *GameSession

SetPort sets the Port field's value.

func (*GameSession) SetStatus

func (s *GameSession) SetStatus(v string) *GameSession

SetStatus sets the Status field's value.

func (*GameSession) SetStatusReason

func (s *GameSession) SetStatusReason(v string) *GameSession

SetStatusReason sets the StatusReason field's value.

func (*GameSession) SetTerminationTime

func (s *GameSession) SetTerminationTime(v time.Time) *GameSession

SetTerminationTime sets the TerminationTime field's value.

func (GameSession) String

func (s GameSession) String() string

String returns the string representation

type GameSessionConnectionInfo

type GameSessionConnectionInfo struct {

	// The DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//
	//    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
	//
	//    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com.
	//    (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
	//
	// When connecting to a game session that is running on a TLS-enabled fleet,
	// you must use the DNS name, not the IP address.
	DnsName *string `type:"string"`

	// A unique identifier for the game session. Use the game session ID.
	GameSessionArn *string `min:"1" type:"string"`

	// The IP address of the game session. To connect to a GameLift game server,
	// an app needs both the IP address and port number.
	IpAddress *string `type:"string"`

	// A collection of player session IDs, one for each player ID that was included
	// in the original matchmaking request.
	MatchedPlayerSessions []*MatchedPlayerSession `type:"list"`

	// The port number for the game session. To connect to a GameLift game server,
	// an app needs both the IP address and port number.
	Port *int64 `min:"1" type:"integer"`
	// contains filtered or unexported fields
}

Connection information for a new game session that is created in response to a StartMatchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.

func (GameSessionConnectionInfo) GoString

func (s GameSessionConnectionInfo) GoString() string

GoString returns the string representation

func (*GameSessionConnectionInfo) SetDnsName

SetDnsName sets the DnsName field's value.

func (*GameSessionConnectionInfo) SetGameSessionArn

SetGameSessionArn sets the GameSessionArn field's value.

func (*GameSessionConnectionInfo) SetIpAddress

SetIpAddress sets the IpAddress field's value.

func (*GameSessionConnectionInfo) SetMatchedPlayerSessions

SetMatchedPlayerSessions sets the MatchedPlayerSessions field's value.

func (*GameSessionConnectionInfo) SetPort

SetPort sets the Port field's value.

func (GameSessionConnectionInfo) String

func (s GameSessionConnectionInfo) String() string

String returns the string representation

type GameSessionDetail

type GameSessionDetail struct {

	// 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"`
	// contains filtered or unexported fields
}

A game session's properties plus the protection policy currently in force.

func (GameSessionDetail) GoString

func (s GameSessionDetail) GoString() string

GoString returns the string representation

func (*GameSessionDetail) SetGameSession

func (s *GameSessionDetail) SetGameSession(v *GameSession) *GameSessionDetail

SetGameSession sets the GameSession field's value.

func (*GameSessionDetail) SetProtectionPolicy

func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail

SetProtectionPolicy sets the ProtectionPolicy field's value.

func (GameSessionDetail) String

func (s GameSessionDetail) String() string

String returns the string representation

type GameSessionFullException

type GameSessionFullException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

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.

func (*GameSessionFullException) Code

func (s *GameSessionFullException) Code() string

Code returns the exception type name.

func (*GameSessionFullException) Error

func (s *GameSessionFullException) Error() string

func (GameSessionFullException) GoString

func (s GameSessionFullException) GoString() string

GoString returns the string representation

func (*GameSessionFullException) Message

func (s *GameSessionFullException) Message() string

Message returns the exception's message.

func (*GameSessionFullException) OrigErr

func (s *GameSessionFullException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*GameSessionFullException) RequestID

func (s *GameSessionFullException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*GameSessionFullException) StatusCode

func (s *GameSessionFullException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (GameSessionFullException) String

func (s GameSessionFullException) String() string

String returns the string representation

type GameSessionPlacement

type GameSessionPlacement struct {

	// The DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//
	//    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
	//
	//    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com.
	//    (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
	//
	// When connecting to a game session that is running on a TLS-enabled fleet,
	// you must use the DNS name, not the IP address.
	DnsName *string `type:"string"`

	// Time stamp indicating when this request was completed, canceled, or timed
	// out.
	EndTime *time.Time `type:"timestamp"`

	// A set of custom properties for a game session, formatted as key:value pairs.
	// These properties are passed to a game server process in the GameSession object
	// with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	GameProperties []*GameProperty `type:"list"`

	// Identifier for the game session created by this placement request. This value
	// is set once the new game session is placed (placement status is FULFILLED).
	// This identifier is unique across all Regions. You can use this value as a
	// GameSessionId value as needed.
	GameSessionArn *string `min:"1" type:"string"`

	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession object with
	// a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	GameSessionData *string `min:"1" type:"string"`

	// A unique identifier for the game session. This value is set once the new
	// game session is placed (placement status is FULFILLED).
	GameSessionId *string `min:"1" type:"string"`

	// A descriptive label that is associated with a game session. Session names
	// do not need to be unique.
	GameSessionName *string `min:"1" type:"string"`

	// A descriptive label that is associated with game session queue. Queue names
	// must be unique within each Region.
	GameSessionQueueName *string `min:"1" type:"string"`

	// Name of the Region where the game session created by this placement request
	// is running. This value is set once the new game session is placed (placement
	// status is FULFILLED).
	GameSessionRegion *string `min:"1" type:"string"`

	// The IP address of the game session. To connect to a GameLift game server,
	// an app needs both the IP address and port number. This value is set once
	// the new game session is placed (placement status is FULFILLED).
	IpAddress *string `type:"string"`

	// Information on the matchmaking process for this game. Data is in JSON syntax,
	// formatted as a string. It identifies the matchmaking configuration used to
	// create the match, and contains data on all players assigned to the match,
	// including player attributes and team assignments. For more details on matchmaker
	// data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data).
	MatchmakerData *string `min:"1" type:"string"`

	// The maximum number of players that can be connected simultaneously to the
	// game session.
	MaximumPlayerSessionCount *int64 `type:"integer"`

	// A collection of information on player sessions created in response to the
	// game session placement request. These player sessions are created only once
	// a new game session is successfully placed (placement status is FULFILLED).
	// This information includes the player ID (as provided in the placement request)
	// and the corresponding player session ID. Retrieve full player sessions by
	// calling DescribePlayerSessions with the player session ID.
	PlacedPlayerSessions []*PlacedPlayerSession `type:"list"`

	// A unique identifier for a game session placement.
	PlacementId *string `min:"1" type:"string"`

	// A set of values, expressed in milliseconds, that indicates the amount of
	// latency that a player experiences when connected to AWS Regions.
	PlayerLatencies []*PlayerLatency `type:"list"`

	// The port number for the game session. To connect to a GameLift game server,
	// an app needs both the IP address and port number. This value is set once
	// the new game session is placed (placement status is FULFILLED).
	Port *int64 `min:"1" type:"integer"`

	// Time stamp indicating when this request was placed in the queue. Format is
	// a number expressed in Unix time as milliseconds (for example "1469498468.057").
	StartTime *time.Time `type:"timestamp"`

	// Current status of the game session placement request.
	//
	//    * PENDING -- The placement request is currently in the queue waiting to
	//    be processed.
	//
	//    * FULFILLED -- A new game session and player sessions (if requested) have
	//    been successfully created. Values for GameSessionArn and GameSessionRegion
	//    are available.
	//
	//    * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.
	//
	//    * TIMED_OUT -- A new game session was not successfully created before
	//    the time limit expired. You can resubmit the placement request as needed.
	//
	//    * FAILED -- GameLift is not able to complete the process of placing the
	//    game session. Common reasons are the game session terminated before the
	//    placement process was completed, or an unexpected internal error.
	Status *string `type:"string" enum:"GameSessionPlacementState"`
	// contains filtered or unexported fields
}

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

func (GameSessionPlacement) GoString

func (s GameSessionPlacement) GoString() string

GoString returns the string representation

func (*GameSessionPlacement) SetDnsName

SetDnsName sets the DnsName field's value.

func (*GameSessionPlacement) SetEndTime

SetEndTime sets the EndTime field's value.

func (*GameSessionPlacement) SetGameProperties

func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement

SetGameProperties sets the GameProperties field's value.

func (*GameSessionPlacement) SetGameSessionArn

func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement

SetGameSessionArn sets the GameSessionArn field's value.

func (*GameSessionPlacement) SetGameSessionData

func (s *GameSessionPlacement) SetGameSessionData(v string) *GameSessionPlacement

SetGameSessionData sets the GameSessionData field's value.

func (*GameSessionPlacement) SetGameSessionId

func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement

SetGameSessionId sets the GameSessionId field's value.

func (*GameSessionPlacement) SetGameSessionName

func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement

SetGameSessionName sets the GameSessionName field's value.

func (*GameSessionPlacement) SetGameSessionQueueName

func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement

SetGameSessionQueueName sets the GameSessionQueueName field's value.

func (*GameSessionPlacement) SetGameSessionRegion

func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement

SetGameSessionRegion sets the GameSessionRegion field's value.

func (*GameSessionPlacement) SetIpAddress

func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement

SetIpAddress sets the IpAddress field's value.

func (*GameSessionPlacement) SetMatchmakerData

func (s *GameSessionPlacement) SetMatchmakerData(v string) *GameSessionPlacement

SetMatchmakerData sets the MatchmakerData field's value.

func (*GameSessionPlacement) SetMaximumPlayerSessionCount

func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*GameSessionPlacement) SetPlacedPlayerSessions

func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement

SetPlacedPlayerSessions sets the PlacedPlayerSessions field's value.

func (*GameSessionPlacement) SetPlacementId

func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement

SetPlacementId sets the PlacementId field's value.

func (*GameSessionPlacement) SetPlayerLatencies

func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement

SetPlayerLatencies sets the PlayerLatencies field's value.

func (*GameSessionPlacement) SetPort

SetPort sets the Port field's value.

func (*GameSessionPlacement) SetStartTime

func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement

SetStartTime sets the StartTime field's value.

func (*GameSessionPlacement) SetStatus

SetStatus sets the Status field's value.

func (GameSessionPlacement) String

func (s GameSessionPlacement) String() string

String returns the string representation

type GameSessionQueue

type GameSessionQueue struct {

	// Information that is added to all events that are related to this game session
	// queue.
	CustomEventData *string `type:"string"`

	// A list of fleets and/or fleet aliases that can be used to fulfill game session
	// placement requests in the queue. Destinations are identified by either a
	// fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
	Destinations []*GameSessionQueueDestination `type:"list"`

	// A list of locations where a queue is allowed to place new game sessions.
	// Locations are specified in the form of AWS Region codes, such as us-west-2.
	// If this parameter is not set, game sessions can be placed in any queue location.
	FilterConfiguration *FilterConfiguration `type:"structure"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift game session queue resource and uniquely identifies
	// it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue
	// name>. In a GameLift game session queue ARN, the resource ID matches the
	// Name value.
	GameSessionQueueArn *string `min:"1" type:"string"`

	// A descriptive label that is associated with game session queue. Queue names
	// must be unique within each Region.
	Name *string `min:"1" type:"string"`

	// An SNS topic ARN that is set up to receive game session placement notifications.
	// See Setting up notifications for game session placement (https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html).
	NotificationTarget *string `type:"string"`

	// A set of policies that act as a sliding cap on player latency. FleetIQ works
	// to deliver low latency for most players in a game session. These policies
	// ensure that no individual player can be placed into a game with unreasonably
	// high latency. Use multiple policies to gradually relax latency requirements
	// a step at a time. Multiple policies are applied based on their maximum allowed
	// latency, starting with the lowest value.
	PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`

	// Custom settings to use when prioritizing destinations and locations for game
	// session placements. This configuration replaces the FleetIQ default prioritization
	// process. Priority types that are not explicitly named will be automatically
	// applied at the end of the prioritization process.
	PriorityConfiguration *PriorityConfiguration `type:"structure"`

	// The maximum time, in seconds, that a new game session placement request remains
	// in the queue. When a request exceeds this time, the game session placement
	// changes to a TIMED_OUT status.
	TimeoutInSeconds *int64 `type:"integer"`
	// contains filtered or unexported fields
}

Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue

func (GameSessionQueue) GoString

func (s GameSessionQueue) GoString() string

GoString returns the string representation

func (*GameSessionQueue) SetCustomEventData

func (s *GameSessionQueue) SetCustomEventData(v string) *GameSessionQueue

SetCustomEventData sets the CustomEventData field's value.

func (*GameSessionQueue) SetDestinations

SetDestinations sets the Destinations field's value.

func (*GameSessionQueue) SetFilterConfiguration

func (s *GameSessionQueue) SetFilterConfiguration(v *FilterConfiguration) *GameSessionQueue

SetFilterConfiguration sets the FilterConfiguration field's value.

func (*GameSessionQueue) SetGameSessionQueueArn

func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue

SetGameSessionQueueArn sets the GameSessionQueueArn field's value.

func (*GameSessionQueue) SetName

func (s *GameSessionQueue) SetName(v string) *GameSessionQueue

SetName sets the Name field's value.

func (*GameSessionQueue) SetNotificationTarget

func (s *GameSessionQueue) SetNotificationTarget(v string) *GameSessionQueue

SetNotificationTarget sets the NotificationTarget field's value.

func (*GameSessionQueue) SetPlayerLatencyPolicies

func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue

SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.

func (*GameSessionQueue) SetPriorityConfiguration

func (s *GameSessionQueue) SetPriorityConfiguration(v *PriorityConfiguration) *GameSessionQueue

SetPriorityConfiguration sets the PriorityConfiguration field's value.

func (*GameSessionQueue) SetTimeoutInSeconds

func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue

SetTimeoutInSeconds sets the TimeoutInSeconds field's value.

func (GameSessionQueue) String

func (s GameSessionQueue) String() string

String returns the string representation

type GameSessionQueueDestination

type GameSessionQueueDestination struct {

	// The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias.
	// ARNs, which include a fleet ID or alias ID and a Region name, provide a unique
	// identifier across all Regions.
	DestinationArn *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.

Destinations are part of a GameSessionQueue.

func (GameSessionQueueDestination) GoString

func (s GameSessionQueueDestination) GoString() string

GoString returns the string representation

func (*GameSessionQueueDestination) SetDestinationArn

SetDestinationArn sets the DestinationArn field's value.

func (GameSessionQueueDestination) String

String returns the string representation

func (*GameSessionQueueDestination) Validate

func (s *GameSessionQueueDestination) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type GetGameSessionLogUrlInput

type GetGameSessionLogUrlInput struct {

	// A unique identifier for the game session to get logs for.
	//
	// GameSessionId is a required field
	GameSessionId *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (GetGameSessionLogUrlInput) GoString

func (s GetGameSessionLogUrlInput) GoString() string

GoString returns the string representation

func (*GetGameSessionLogUrlInput) SetGameSessionId

SetGameSessionId sets the GameSessionId field's value.

func (GetGameSessionLogUrlInput) String

func (s GetGameSessionLogUrlInput) String() string

String returns the string representation

func (*GetGameSessionLogUrlInput) Validate

func (s *GetGameSessionLogUrlInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type GetGameSessionLogUrlOutput

type GetGameSessionLogUrlOutput struct {

	// Location of the requested game session logs, available for download. This
	// URL is valid for 15 minutes, after which S3 will reject any download request
	// using this URL. You can request a new URL any time within the 14-day period
	// that the logs are retained.
	PreSignedUrl *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (GetGameSessionLogUrlOutput) GoString

func (s GetGameSessionLogUrlOutput) GoString() string

GoString returns the string representation

func (*GetGameSessionLogUrlOutput) SetPreSignedUrl

SetPreSignedUrl sets the PreSignedUrl field's value.

func (GetGameSessionLogUrlOutput) String

String returns the string representation

type GetInstanceAccessInput

type GetInstanceAccessInput struct {

	// A unique identifier for the fleet that contains the instance you want access
	// to. You can use either the fleet ID or ARN value. The fleet can be in any
	// of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR
	// status may be accessible for a short time before they are deleted.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// A unique identifier for the instance you want to get access to. You can access
	// an instance in any status.
	//
	// InstanceId is a required field
	InstanceId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (GetInstanceAccessInput) GoString

func (s GetInstanceAccessInput) GoString() string

GoString returns the string representation

func (*GetInstanceAccessInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*GetInstanceAccessInput) SetInstanceId

SetInstanceId sets the InstanceId field's value.

func (GetInstanceAccessInput) String

func (s GetInstanceAccessInput) String() string

String returns the string representation

func (*GetInstanceAccessInput) Validate

func (s *GetInstanceAccessInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type GetInstanceAccessOutput

type GetInstanceAccessOutput struct {

	// The connection information for a fleet instance, including IP address and
	// access credentials.
	InstanceAccess *InstanceAccess `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (GetInstanceAccessOutput) GoString

func (s GetInstanceAccessOutput) GoString() string

GoString returns the string representation

func (*GetInstanceAccessOutput) SetInstanceAccess

SetInstanceAccess sets the InstanceAccess field's value.

func (GetInstanceAccessOutput) String

func (s GetInstanceAccessOutput) String() string

String returns the string representation

type IdempotentParameterMismatchException

type IdempotentParameterMismatchException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.

func (*IdempotentParameterMismatchException) Code

Code returns the exception type name.

func (*IdempotentParameterMismatchException) Error

func (IdempotentParameterMismatchException) GoString

GoString returns the string representation

func (*IdempotentParameterMismatchException) Message

Message returns the exception's message.

func (*IdempotentParameterMismatchException) OrigErr

OrigErr always returns nil, satisfies awserr.Error interface.

func (*IdempotentParameterMismatchException) RequestID

RequestID returns the service's response RequestID for request.

func (*IdempotentParameterMismatchException) StatusCode

func (s *IdempotentParameterMismatchException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (IdempotentParameterMismatchException) String

String returns the string representation

type Instance

type Instance struct {

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// The DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//
	//    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
	//
	//    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com.
	//    (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
	//
	// When connecting to a game session that is running on a TLS-enabled fleet,
	// you must use the DNS name, not the IP address.
	DnsName *string `type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet that the instance is in.
	FleetId *string `type:"string"`

	// A unique identifier for the instance.
	InstanceId *string `type:"string"`

	// IP address that is assigned to the instance.
	IpAddress *string `type:"string"`

	// The fleet location of the instance, expressed as an AWS Region code, such
	// as us-west-2.
	Location *string `min:"1" type:"string"`

	// Operating system that is running on this instance.
	OperatingSystem *string `type:"string" enum:"OperatingSystem"`

	// Current status of the instance. Possible statuses include the following:
	//
	//    * PENDING -- The instance is in the process of being created and launching
	//    server processes as defined in the fleet's run-time configuration.
	//
	//    * ACTIVE -- The instance has been successfully created and at least one
	//    server process has successfully launched and reported back to GameLift
	//    that it is ready to host a game session. The instance is now considered
	//    ready to host game sessions.
	//
	//    * TERMINATING -- The instance is in the process of shutting down. This
	//    may happen to reduce capacity during a scaling down event or to recycle
	//    resources in the event of a problem.
	Status *string `type:"string" enum:"InstanceStatus"`

	// EC2 instance type that defines the computing resources of this instance.
	Type *string `type:"string" enum:"EC2InstanceType"`
	// contains filtered or unexported fields
}

Represents an EC2 instance of virtual computing resources that hosts one or more game servers. In GameLift, a fleet can contain zero or more instances.

DescribeInstances

func (Instance) GoString

func (s Instance) GoString() string

GoString returns the string representation

func (*Instance) SetCreationTime

func (s *Instance) SetCreationTime(v time.Time) *Instance

SetCreationTime sets the CreationTime field's value.

func (*Instance) SetDnsName

func (s *Instance) SetDnsName(v string) *Instance

SetDnsName sets the DnsName field's value.

func (*Instance) SetFleetArn

func (s *Instance) SetFleetArn(v string) *Instance

SetFleetArn sets the FleetArn field's value.

func (*Instance) SetFleetId

func (s *Instance) SetFleetId(v string) *Instance

SetFleetId sets the FleetId field's value.

func (*Instance) SetInstanceId

func (s *Instance) SetInstanceId(v string) *Instance

SetInstanceId sets the InstanceId field's value.

func (*Instance) SetIpAddress

func (s *Instance) SetIpAddress(v string) *Instance

SetIpAddress sets the IpAddress field's value.

func (*Instance) SetLocation

func (s *Instance) SetLocation(v string) *Instance

SetLocation sets the Location field's value.

func (*Instance) SetOperatingSystem

func (s *Instance) SetOperatingSystem(v string) *Instance

SetOperatingSystem sets the OperatingSystem field's value.

func (*Instance) SetStatus

func (s *Instance) SetStatus(v string) *Instance

SetStatus sets the Status field's value.

func (*Instance) SetType

func (s *Instance) SetType(v string) *Instance

SetType sets the Type field's value.

func (Instance) String

func (s Instance) String() string

String returns the string representation

type InstanceAccess

type InstanceAccess struct {

	// Credentials required to access the instance.
	Credentials *InstanceCredentials `type:"structure" sensitive:"true"`

	// A unique identifier for the fleet containing the instance being accessed.
	FleetId *string `type:"string"`

	// A unique identifier for the instance being accessed.
	InstanceId *string `type:"string"`

	// IP address that is assigned to the instance.
	IpAddress *string `type:"string"`

	// Operating system that is running on the instance.
	OperatingSystem *string `type:"string" enum:"OperatingSystem"`
	// contains filtered or unexported fields
}

Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.

func (InstanceAccess) GoString

func (s InstanceAccess) GoString() string

GoString returns the string representation

func (*InstanceAccess) SetCredentials

func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess

SetCredentials sets the Credentials field's value.

func (*InstanceAccess) SetFleetId

func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess

SetFleetId sets the FleetId field's value.

func (*InstanceAccess) SetInstanceId

func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess

SetInstanceId sets the InstanceId field's value.

func (*InstanceAccess) SetIpAddress

func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess

SetIpAddress sets the IpAddress field's value.

func (*InstanceAccess) SetOperatingSystem

func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess

SetOperatingSystem sets the OperatingSystem field's value.

func (InstanceAccess) String

func (s InstanceAccess) String() string

String returns the string representation

type InstanceCredentials

type InstanceCredentials struct {

	// 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"`
	// contains filtered or unexported fields
}

Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.

func (InstanceCredentials) GoString

func (s InstanceCredentials) GoString() string

GoString returns the string representation

func (*InstanceCredentials) SetSecret

SetSecret sets the Secret field's value.

func (*InstanceCredentials) SetUserName

func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials

SetUserName sets the UserName field's value.

func (InstanceCredentials) String

func (s InstanceCredentials) String() string

String returns the string representation

type InstanceDefinition

type InstanceDefinition struct {

	// An EC2 instance type designation.
	//
	// InstanceType is a required field
	InstanceType *string `type:"string" required:"true" enum:"GameServerGroupInstanceType"`

	// Instance weighting that indicates how much this instance type contributes
	// to the total capacity of a game server group. Instance weights are used by
	// GameLift FleetIQ to calculate the instance type's cost per unit hour and
	// better identify the most cost-effective options. For detailed information
	// on weighting instance capacity, see Instance Weighting (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html)
	// in the Amazon EC2 Auto Scaling User Guide. Default value is "1".
	WeightedCapacity *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups.

An allowed instance type for a GameServerGroup. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.

func (InstanceDefinition) GoString

func (s InstanceDefinition) GoString() string

GoString returns the string representation

func (*InstanceDefinition) SetInstanceType

func (s *InstanceDefinition) SetInstanceType(v string) *InstanceDefinition

SetInstanceType sets the InstanceType field's value.

func (*InstanceDefinition) SetWeightedCapacity

func (s *InstanceDefinition) SetWeightedCapacity(v string) *InstanceDefinition

SetWeightedCapacity sets the WeightedCapacity field's value.

func (InstanceDefinition) String

func (s InstanceDefinition) String() string

String returns the string representation

func (*InstanceDefinition) Validate

func (s *InstanceDefinition) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type InternalServiceException

type InternalServiceException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

func (*InternalServiceException) Code

func (s *InternalServiceException) Code() string

Code returns the exception type name.

func (*InternalServiceException) Error

func (s *InternalServiceException) Error() string

func (InternalServiceException) GoString

func (s InternalServiceException) GoString() string

GoString returns the string representation

func (*InternalServiceException) Message

func (s *InternalServiceException) Message() string

Message returns the exception's message.

func (*InternalServiceException) OrigErr

func (s *InternalServiceException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*InternalServiceException) RequestID

func (s *InternalServiceException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*InternalServiceException) StatusCode

func (s *InternalServiceException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (InternalServiceException) String

func (s InternalServiceException) String() string

String returns the string representation

type InvalidFleetStatusException

type InvalidFleetStatusException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

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.

func (*InvalidFleetStatusException) Code

Code returns the exception type name.

func (*InvalidFleetStatusException) Error

func (InvalidFleetStatusException) GoString

func (s InvalidFleetStatusException) GoString() string

GoString returns the string representation

func (*InvalidFleetStatusException) Message

func (s *InvalidFleetStatusException) Message() string

Message returns the exception's message.

func (*InvalidFleetStatusException) OrigErr

func (s *InvalidFleetStatusException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*InvalidFleetStatusException) RequestID

func (s *InvalidFleetStatusException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*InvalidFleetStatusException) StatusCode

func (s *InvalidFleetStatusException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (InvalidFleetStatusException) String

String returns the string representation

type InvalidGameSessionStatusException

type InvalidGameSessionStatusException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

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.

func (*InvalidGameSessionStatusException) Code

Code returns the exception type name.

func (*InvalidGameSessionStatusException) Error

func (InvalidGameSessionStatusException) GoString

GoString returns the string representation

func (*InvalidGameSessionStatusException) Message

Message returns the exception's message.

func (*InvalidGameSessionStatusException) OrigErr

OrigErr always returns nil, satisfies awserr.Error interface.

func (*InvalidGameSessionStatusException) RequestID

RequestID returns the service's response RequestID for request.

func (*InvalidGameSessionStatusException) StatusCode

func (s *InvalidGameSessionStatusException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (InvalidGameSessionStatusException) String

String returns the string representation

type InvalidRequestException

type InvalidRequestException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

func (*InvalidRequestException) Code

func (s *InvalidRequestException) Code() string

Code returns the exception type name.

func (*InvalidRequestException) Error

func (s *InvalidRequestException) Error() string

func (InvalidRequestException) GoString

func (s InvalidRequestException) GoString() string

GoString returns the string representation

func (*InvalidRequestException) Message

func (s *InvalidRequestException) Message() string

Message returns the exception's message.

func (*InvalidRequestException) OrigErr

func (s *InvalidRequestException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*InvalidRequestException) RequestID

func (s *InvalidRequestException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*InvalidRequestException) StatusCode

func (s *InvalidRequestException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (InvalidRequestException) String

func (s InvalidRequestException) String() string

String returns the string representation

type IpPermission

type IpPermission struct {

	// A starting value for a range of allowed port numbers.
	//
	// FromPort is a required field
	FromPort *int64 `min:"1" type:"integer" required:"true"`

	// A range of allowed IP addresses. This value must be expressed in CIDR notation.
	// Example: "000.000.000.000/[subnet mask]" or optionally the shortened version
	// "0.0.0.0/[subnet mask]".
	//
	// IpRange is a required field
	IpRange *string `type:"string" required:"true"`

	// The network communication protocol used by the fleet.
	//
	// Protocol is a required field
	Protocol *string `type:"string" required:"true" enum:"IpProtocol"`

	// An ending value for a range of allowed port numbers. Port numbers are end-inclusive.
	// This value must be higher than FromPort.
	//
	// ToPort is a required field
	ToPort *int64 `min:"1" type:"integer" required:"true"`
	// contains filtered or unexported fields
}

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.

DescribeFleetPortSettings

func (IpPermission) GoString

func (s IpPermission) GoString() string

GoString returns the string representation

func (*IpPermission) SetFromPort

func (s *IpPermission) SetFromPort(v int64) *IpPermission

SetFromPort sets the FromPort field's value.

func (*IpPermission) SetIpRange

func (s *IpPermission) SetIpRange(v string) *IpPermission

SetIpRange sets the IpRange field's value.

func (*IpPermission) SetProtocol

func (s *IpPermission) SetProtocol(v string) *IpPermission

SetProtocol sets the Protocol field's value.

func (*IpPermission) SetToPort

func (s *IpPermission) SetToPort(v int64) *IpPermission

SetToPort sets the ToPort field's value.

func (IpPermission) String

func (s IpPermission) String() string

String returns the string representation

func (*IpPermission) Validate

func (s *IpPermission) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type LaunchTemplateSpecification

type LaunchTemplateSpecification struct {

	// A unique identifier for an existing EC2 launch template.
	LaunchTemplateId *string `min:"1" type:"string"`

	// A readable identifier for an existing EC2 launch template.
	LaunchTemplateName *string `min:"3" type:"string"`

	// The version of the EC2 launch template to use. If no version is specified,
	// the default version will be used. With Amazon EC2, you can specify a default
	// version for a launch template. If none is set, the default is the first version
	// created.
	Version *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups.

An EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group with CreateGameServerGroup.

func (LaunchTemplateSpecification) GoString

func (s LaunchTemplateSpecification) GoString() string

GoString returns the string representation

func (*LaunchTemplateSpecification) SetLaunchTemplateId

SetLaunchTemplateId sets the LaunchTemplateId field's value.

func (*LaunchTemplateSpecification) SetLaunchTemplateName

func (s *LaunchTemplateSpecification) SetLaunchTemplateName(v string) *LaunchTemplateSpecification

SetLaunchTemplateName sets the LaunchTemplateName field's value.

func (*LaunchTemplateSpecification) SetVersion

SetVersion sets the Version field's value.

func (LaunchTemplateSpecification) String

String returns the string representation

func (*LaunchTemplateSpecification) Validate

func (s *LaunchTemplateSpecification) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type LimitExceededException

type LimitExceededException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

func (*LimitExceededException) Code

func (s *LimitExceededException) Code() string

Code returns the exception type name.

func (*LimitExceededException) Error

func (s *LimitExceededException) Error() string

func (LimitExceededException) GoString

func (s LimitExceededException) GoString() string

GoString returns the string representation

func (*LimitExceededException) Message

func (s *LimitExceededException) Message() string

Message returns the exception's message.

func (*LimitExceededException) OrigErr

func (s *LimitExceededException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*LimitExceededException) RequestID

func (s *LimitExceededException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*LimitExceededException) StatusCode

func (s *LimitExceededException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (LimitExceededException) String

func (s LimitExceededException) String() string

String returns the string representation

type ListAliasesInput

type ListAliasesInput struct {

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A descriptive label that is associated with an alias. Alias names do not
	// need to be unique.
	Name *string `min:"1" type:"string"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// The routing type to filter results on. Use this parameter to retrieve only
	// aliases with a certain routing type. To retrieve all aliases, leave this
	// parameter empty.
	//
	// Possible routing types include the following:
	//
	//    * SIMPLE -- The alias resolves to one specific fleet. Use this type when
	//    routing to active fleets.
	//
	//    * TERMINAL -- The alias does not resolve to a fleet but instead can be
	//    used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException
	//    with the RoutingStrategy message embedded.
	RoutingStrategyType *string `type:"string" enum:"RoutingStrategyType"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (ListAliasesInput) GoString

func (s ListAliasesInput) GoString() string

GoString returns the string representation

func (*ListAliasesInput) SetLimit

func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput

SetLimit sets the Limit field's value.

func (*ListAliasesInput) SetName

func (s *ListAliasesInput) SetName(v string) *ListAliasesInput

SetName sets the Name field's value.

func (*ListAliasesInput) SetNextToken

func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput

SetNextToken sets the NextToken field's value.

func (*ListAliasesInput) SetRoutingStrategyType

func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput

SetRoutingStrategyType sets the RoutingStrategyType field's value.

func (ListAliasesInput) String

func (s ListAliasesInput) String() string

String returns the string representation

func (*ListAliasesInput) Validate

func (s *ListAliasesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ListAliasesOutput

type ListAliasesOutput struct {

	// A collection of alias resources that match the request parameters.
	Aliases []*Alias `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (ListAliasesOutput) GoString

func (s ListAliasesOutput) GoString() string

GoString returns the string representation

func (*ListAliasesOutput) SetAliases

func (s *ListAliasesOutput) SetAliases(v []*Alias) *ListAliasesOutput

SetAliases sets the Aliases field's value.

func (*ListAliasesOutput) SetNextToken

func (s *ListAliasesOutput) SetNextToken(v string) *ListAliasesOutput

SetNextToken sets the NextToken field's value.

func (ListAliasesOutput) String

func (s ListAliasesOutput) String() string

String returns the string representation

type ListBuildsInput

type ListBuildsInput struct {

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Build status to filter results by. To retrieve all builds, leave this parameter
	// empty.
	//
	// Possible build statuses include the following:
	//
	//    * INITIALIZED -- A new build has been defined, but no files have been
	//    uploaded. You cannot create fleets for builds that are in this status.
	//    When a build is successfully created, the build status is set to this
	//    value.
	//
	//    * READY -- The game build has been successfully uploaded. You can now
	//    create new fleets for this build.
	//
	//    * FAILED -- The game build upload failed. You cannot create new fleets
	//    for this build.
	Status *string `type:"string" enum:"BuildStatus"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (ListBuildsInput) GoString

func (s ListBuildsInput) GoString() string

GoString returns the string representation

func (*ListBuildsInput) SetLimit

func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput

SetLimit sets the Limit field's value.

func (*ListBuildsInput) SetNextToken

func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput

SetNextToken sets the NextToken field's value.

func (*ListBuildsInput) SetStatus

func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput

SetStatus sets the Status field's value.

func (ListBuildsInput) String

func (s ListBuildsInput) String() string

String returns the string representation

func (*ListBuildsInput) Validate

func (s *ListBuildsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ListBuildsOutput

type ListBuildsOutput struct {

	// A collection of build resources that match the request.
	Builds []*Build `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (ListBuildsOutput) GoString

func (s ListBuildsOutput) GoString() string

GoString returns the string representation

func (*ListBuildsOutput) SetBuilds

func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput

SetBuilds sets the Builds field's value.

func (*ListBuildsOutput) SetNextToken

func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput

SetNextToken sets the NextToken field's value.

func (ListBuildsOutput) String

func (s ListBuildsOutput) String() string

String returns the string representation

type ListFleetsInput

type ListFleetsInput struct {

	// A unique identifier for the build to request fleets for. Use this parameter
	// to return only fleets using a specified build. Use either the build ID or
	// ARN value.
	BuildId *string `type:"string"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// A unique identifier for the Realtime script to request fleets for. Use this
	// parameter to return only fleets using a specified script. Use either the
	// script ID or ARN value.
	ScriptId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (ListFleetsInput) GoString

func (s ListFleetsInput) GoString() string

GoString returns the string representation

func (*ListFleetsInput) SetBuildId

func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput

SetBuildId sets the BuildId field's value.

func (*ListFleetsInput) SetLimit

func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput

SetLimit sets the Limit field's value.

func (*ListFleetsInput) SetNextToken

func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput

SetNextToken sets the NextToken field's value.

func (*ListFleetsInput) SetScriptId

func (s *ListFleetsInput) SetScriptId(v string) *ListFleetsInput

SetScriptId sets the ScriptId field's value.

func (ListFleetsInput) String

func (s ListFleetsInput) String() string

String returns the string representation

func (*ListFleetsInput) Validate

func (s *ListFleetsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ListFleetsOutput

type ListFleetsOutput struct {

	// A set of fleet IDs that match the list request. You can retrieve additional
	// information about all returned fleets by passing this result set to a DescribeFleetAttributes,
	// DescribeFleetCapacity, or DescribeFleetUtilization call.
	FleetIds []*string `min:"1" type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (ListFleetsOutput) GoString

func (s ListFleetsOutput) GoString() string

GoString returns the string representation

func (*ListFleetsOutput) SetFleetIds

func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput

SetFleetIds sets the FleetIds field's value.

func (*ListFleetsOutput) SetNextToken

func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput

SetNextToken sets the NextToken field's value.

func (ListFleetsOutput) String

func (s ListFleetsOutput) String() string

String returns the string representation

type ListGameServerGroupsInput

type ListGameServerGroupsInput struct {

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

func (ListGameServerGroupsInput) GoString

func (s ListGameServerGroupsInput) GoString() string

GoString returns the string representation

func (*ListGameServerGroupsInput) SetLimit

SetLimit sets the Limit field's value.

func (*ListGameServerGroupsInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (ListGameServerGroupsInput) String

func (s ListGameServerGroupsInput) String() string

String returns the string representation

func (*ListGameServerGroupsInput) Validate

func (s *ListGameServerGroupsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ListGameServerGroupsOutput

type ListGameServerGroupsOutput struct {

	// A collection of game server group objects that match the request.
	GameServerGroups []*GameServerGroup `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

func (ListGameServerGroupsOutput) GoString

func (s ListGameServerGroupsOutput) GoString() string

GoString returns the string representation

func (*ListGameServerGroupsOutput) SetGameServerGroups

SetGameServerGroups sets the GameServerGroups field's value.

func (*ListGameServerGroupsOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (ListGameServerGroupsOutput) String

String returns the string representation

type ListGameServersInput

type ListGameServersInput struct {

	// An identifier for the game server group to retrieve a list of game servers
	// from. Use either the GameServerGroup name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Indicates how to sort the returned data based on game server registration
	// timestamp. Use ASCENDING to retrieve oldest game servers first, or use DESCENDING
	// to retrieve newest game servers first. If this parameter is left empty, game
	// servers are returned in no particular order.
	SortOrder *string `type:"string" enum:"SortOrder"`
	// contains filtered or unexported fields
}

func (ListGameServersInput) GoString

func (s ListGameServersInput) GoString() string

GoString returns the string representation

func (*ListGameServersInput) SetGameServerGroupName

func (s *ListGameServersInput) SetGameServerGroupName(v string) *ListGameServersInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*ListGameServersInput) SetLimit

SetLimit sets the Limit field's value.

func (*ListGameServersInput) SetNextToken

func (s *ListGameServersInput) SetNextToken(v string) *ListGameServersInput

SetNextToken sets the NextToken field's value.

func (*ListGameServersInput) SetSortOrder

func (s *ListGameServersInput) SetSortOrder(v string) *ListGameServersInput

SetSortOrder sets the SortOrder field's value.

func (ListGameServersInput) String

func (s ListGameServersInput) String() string

String returns the string representation

func (*ListGameServersInput) Validate

func (s *ListGameServersInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ListGameServersOutput

type ListGameServersOutput struct {

	// A collection of game server objects that match the request.
	GameServers []*GameServer `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

func (ListGameServersOutput) GoString

func (s ListGameServersOutput) GoString() string

GoString returns the string representation

func (*ListGameServersOutput) SetGameServers

func (s *ListGameServersOutput) SetGameServers(v []*GameServer) *ListGameServersOutput

SetGameServers sets the GameServers field's value.

func (*ListGameServersOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (ListGameServersOutput) String

func (s ListGameServersOutput) String() string

String returns the string representation

type ListScriptsInput

type ListScriptsInput struct {

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

func (ListScriptsInput) GoString

func (s ListScriptsInput) GoString() string

GoString returns the string representation

func (*ListScriptsInput) SetLimit

func (s *ListScriptsInput) SetLimit(v int64) *ListScriptsInput

SetLimit sets the Limit field's value.

func (*ListScriptsInput) SetNextToken

func (s *ListScriptsInput) SetNextToken(v string) *ListScriptsInput

SetNextToken sets the NextToken field's value.

func (ListScriptsInput) String

func (s ListScriptsInput) String() string

String returns the string representation

func (*ListScriptsInput) Validate

func (s *ListScriptsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ListScriptsOutput

type ListScriptsOutput struct {

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`

	// A set of properties describing the requested script.
	Scripts []*Script `type:"list"`
	// contains filtered or unexported fields
}

func (ListScriptsOutput) GoString

func (s ListScriptsOutput) GoString() string

GoString returns the string representation

func (*ListScriptsOutput) SetNextToken

func (s *ListScriptsOutput) SetNextToken(v string) *ListScriptsOutput

SetNextToken sets the NextToken field's value.

func (*ListScriptsOutput) SetScripts

func (s *ListScriptsOutput) SetScripts(v []*Script) *ListScriptsOutput

SetScripts sets the Scripts field's value.

func (ListScriptsOutput) String

func (s ListScriptsOutput) String() string

String returns the string representation

type ListTagsForResourceInput

type ListTagsForResourceInput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to and uniquely identifies the GameLift resource that you
	// want to retrieve tags for. GameLift resource ARNs are included in the data
	// object for the resource, which can be retrieved by calling a List or Describe
	// operation for the resource type.
	//
	// ResourceARN is a required field
	ResourceARN *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (ListTagsForResourceInput) GoString

func (s ListTagsForResourceInput) GoString() string

GoString returns the string representation

func (*ListTagsForResourceInput) SetResourceARN

SetResourceARN sets the ResourceARN field's value.

func (ListTagsForResourceInput) String

func (s ListTagsForResourceInput) String() string

String returns the string representation

func (*ListTagsForResourceInput) Validate

func (s *ListTagsForResourceInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ListTagsForResourceOutput

type ListTagsForResourceOutput struct {

	// The collection of tags that have been assigned to the specified resource.
	Tags []*Tag `type:"list"`
	// contains filtered or unexported fields
}

func (ListTagsForResourceOutput) GoString

func (s ListTagsForResourceOutput) GoString() string

GoString returns the string representation

func (*ListTagsForResourceOutput) SetTags

SetTags sets the Tags field's value.

func (ListTagsForResourceOutput) String

func (s ListTagsForResourceOutput) String() string

String returns the string representation

type LocationAttributes

type LocationAttributes struct {

	// A fleet location and its current life-cycle state.
	LocationState *LocationState `type:"structure"`

	// A list of fleet actions that have been suspended in the fleet location.
	StoppedActions []*string `min:"1" type:"list"`

	// The status of fleet activity updates to the location. The status PENDING_UPDATE
	// indicates that StopFleetActions or StartFleetActions has been requested but
	// the update has not yet been completed for the location.
	UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"`
	// contains filtered or unexported fields
}

Represents a location in a multi-location fleet.

DescribeFleetLocationAttributes

func (LocationAttributes) GoString

func (s LocationAttributes) GoString() string

GoString returns the string representation

func (*LocationAttributes) SetLocationState

func (s *LocationAttributes) SetLocationState(v *LocationState) *LocationAttributes

SetLocationState sets the LocationState field's value.

func (*LocationAttributes) SetStoppedActions

func (s *LocationAttributes) SetStoppedActions(v []*string) *LocationAttributes

SetStoppedActions sets the StoppedActions field's value.

func (*LocationAttributes) SetUpdateStatus

func (s *LocationAttributes) SetUpdateStatus(v string) *LocationAttributes

SetUpdateStatus sets the UpdateStatus field's value.

func (LocationAttributes) String

func (s LocationAttributes) String() string

String returns the string representation

type LocationConfiguration

type LocationConfiguration struct {

	// An AWS Region code, such as us-west-2.
	Location *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

A remote location where a multi-location fleet can deploy EC2 instances for game hosting.

CreateFleet

func (LocationConfiguration) GoString

func (s LocationConfiguration) GoString() string

GoString returns the string representation

func (*LocationConfiguration) SetLocation

SetLocation sets the Location field's value.

func (LocationConfiguration) String

func (s LocationConfiguration) String() string

String returns the string representation

func (*LocationConfiguration) Validate

func (s *LocationConfiguration) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type LocationState

type LocationState struct {

	// The fleet location, expressed as an AWS Region code such as us-west-2.
	Location *string `min:"1" type:"string"`

	// The life-cycle status of a fleet location.
	Status *string `type:"string" enum:"FleetStatus"`
	// contains filtered or unexported fields
}

A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.

CreateFleet | CreateFleetLocations | DeleteFleetLocations

func (LocationState) GoString

func (s LocationState) GoString() string

GoString returns the string representation

func (*LocationState) SetLocation

func (s *LocationState) SetLocation(v string) *LocationState

SetLocation sets the Location field's value.

func (*LocationState) SetStatus

func (s *LocationState) SetStatus(v string) *LocationState

SetStatus sets the Status field's value.

func (LocationState) String

func (s LocationState) String() string

String returns the string representation

type MatchedPlayerSession

type MatchedPlayerSession struct {

	// A unique identifier for a player
	PlayerId *string `min:"1" type:"string"`

	// A unique identifier for a player session
	PlayerSessionId *string `type:"string"`
	// contains filtered or unexported fields
}

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.

func (MatchedPlayerSession) GoString

func (s MatchedPlayerSession) GoString() string

GoString returns the string representation

func (*MatchedPlayerSession) SetPlayerId

SetPlayerId sets the PlayerId field's value.

func (*MatchedPlayerSession) SetPlayerSessionId

func (s *MatchedPlayerSession) SetPlayerSessionId(v string) *MatchedPlayerSession

SetPlayerSessionId sets the PlayerSessionId field's value.

func (MatchedPlayerSession) String

func (s MatchedPlayerSession) String() string

String returns the string representation

type MatchmakingConfiguration

type MatchmakingConfiguration struct {

	// A flag that indicates whether a match that was created with this configuration
	// must be accepted by the matched players. To require acceptance, set to TRUE.
	// When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
	// to indicate when a completed potential match is waiting for player acceptance.
	AcceptanceRequired *bool `type:"boolean"`

	// The length of time (in seconds) to wait for players to accept a proposed
	// match, if acceptance is required. If any player rejects the match or fails
	// to accept before the timeout, the ticket continues to look for an acceptable
	// match.
	AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"`

	// The number of player slots in a match to keep open for future players. For
	// example, if the configuration's rule set specifies a match for a single 12-person
	// team, and the additional player count is set to 2, only 10 players are selected
	// for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.
	AdditionalPlayerCount *int64 `type:"integer"`

	// The method used to backfill game sessions created with this matchmaking configuration.
	// MANUAL indicates that the game makes backfill requests or does not use the
	// match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill
	// requests whenever a game session has one or more open slots. Learn more about
	// manual and automatic backfill in Backfill existing games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html).
	// Automatic backfill is not available when FlexMatchMode is set to STANDALONE.
	BackfillMode *string `type:"string" enum:"BackfillMode"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift matchmaking configuration resource and uniquely
	// identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking
	// configuration name>. In a GameLift configuration ARN, the resource ID matches
	// the Name value.
	ConfigurationArn *string `type:"string"`

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// Information to attach to all events related to the matchmaking configuration.
	CustomEventData *string `type:"string"`

	// A descriptive label that is associated with matchmaking configuration.
	Description *string `min:"1" type:"string"`

	// Indicates whether this matchmaking configuration is being used with GameLift
	// hosting or as a standalone matchmaking solution.
	//
	//    * STANDALONE - FlexMatch forms matches and returns match information,
	//    including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded)
	//    event.
	//
	//    * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift
	//    queue to start a game session for the match.
	FlexMatchMode *string `type:"string" enum:"FlexMatchMode"`

	// A set of custom properties for a game session, formatted as key:value pairs.
	// These properties are passed to a game server process in the GameSession object
	// with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	// This information is added to the new GameSession object that is created for
	// a successful match. This parameter is not used when FlexMatchMode is set
	// to STANDALONE.
	GameProperties []*GameProperty `type:"list"`

	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession object with
	// a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	// This information is added to the new GameSession object that is created for
	// a successful match. This parameter is not used when FlexMatchMode is set
	// to STANDALONE.
	GameSessionData *string `min:"1" type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift game session queue resource and uniquely identifies
	// it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue
	// name>. Queues can be located in any Region. Queues are used to start new
	// GameLift-hosted game sessions for matches that are created with this matchmaking
	// configuration. This property is not set when FlexMatchMode is set to STANDALONE.
	GameSessionQueueArns []*string `type:"list"`

	// A unique identifier for the matchmaking configuration. This name is used
	// to identify the configuration associated with a matchmaking request or ticket.
	Name *string `type:"string"`

	// An SNS topic ARN that is set up to receive matchmaking notifications.
	NotificationTarget *string `type:"string"`

	// The maximum duration, in seconds, that a matchmaking ticket can remain in
	// process before timing out. Requests that fail due to timing out can be resubmitted
	// as needed.
	RequestTimeoutSeconds *int64 `min:"1" type:"integer"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// associated with the GameLift matchmaking rule set resource that this configuration
	// uses.
	RuleSetArn *string `type:"string"`

	// A unique identifier for the matchmaking rule set to use with this configuration.
	// A matchmaking configuration can only use rule sets that are defined in the
	// same Region.
	RuleSetName *string `type:"string"`
	// contains filtered or unexported fields
}

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

func (MatchmakingConfiguration) GoString

func (s MatchmakingConfiguration) GoString() string

GoString returns the string representation

func (*MatchmakingConfiguration) SetAcceptanceRequired

func (s *MatchmakingConfiguration) SetAcceptanceRequired(v bool) *MatchmakingConfiguration

SetAcceptanceRequired sets the AcceptanceRequired field's value.

func (*MatchmakingConfiguration) SetAcceptanceTimeoutSeconds

func (s *MatchmakingConfiguration) SetAcceptanceTimeoutSeconds(v int64) *MatchmakingConfiguration

SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.

func (*MatchmakingConfiguration) SetAdditionalPlayerCount

func (s *MatchmakingConfiguration) SetAdditionalPlayerCount(v int64) *MatchmakingConfiguration

SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.

func (*MatchmakingConfiguration) SetBackfillMode

SetBackfillMode sets the BackfillMode field's value.

func (*MatchmakingConfiguration) SetConfigurationArn

func (s *MatchmakingConfiguration) SetConfigurationArn(v string) *MatchmakingConfiguration

SetConfigurationArn sets the ConfigurationArn field's value.

func (*MatchmakingConfiguration) SetCreationTime

SetCreationTime sets the CreationTime field's value.

func (*MatchmakingConfiguration) SetCustomEventData

func (s *MatchmakingConfiguration) SetCustomEventData(v string) *MatchmakingConfiguration

SetCustomEventData sets the CustomEventData field's value.

func (*MatchmakingConfiguration) SetDescription

SetDescription sets the Description field's value.

func (*MatchmakingConfiguration) SetFlexMatchMode

SetFlexMatchMode sets the FlexMatchMode field's value.

func (*MatchmakingConfiguration) SetGameProperties

SetGameProperties sets the GameProperties field's value.

func (*MatchmakingConfiguration) SetGameSessionData

func (s *MatchmakingConfiguration) SetGameSessionData(v string) *MatchmakingConfiguration

SetGameSessionData sets the GameSessionData field's value.

func (*MatchmakingConfiguration) SetGameSessionQueueArns

func (s *MatchmakingConfiguration) SetGameSessionQueueArns(v []*string) *MatchmakingConfiguration

SetGameSessionQueueArns sets the GameSessionQueueArns field's value.

func (*MatchmakingConfiguration) SetName

SetName sets the Name field's value.

func (*MatchmakingConfiguration) SetNotificationTarget

func (s *MatchmakingConfiguration) SetNotificationTarget(v string) *MatchmakingConfiguration

SetNotificationTarget sets the NotificationTarget field's value.

func (*MatchmakingConfiguration) SetRequestTimeoutSeconds

func (s *MatchmakingConfiguration) SetRequestTimeoutSeconds(v int64) *MatchmakingConfiguration

SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.

func (*MatchmakingConfiguration) SetRuleSetArn

SetRuleSetArn sets the RuleSetArn field's value.

func (*MatchmakingConfiguration) SetRuleSetName

SetRuleSetName sets the RuleSetName field's value.

func (MatchmakingConfiguration) String

func (s MatchmakingConfiguration) String() string

String returns the string representation

type MatchmakingRuleSet

type MatchmakingRuleSet struct {

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift matchmaking rule set resource and uniquely
	// identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset
	// name>. In a GameLift rule set ARN, the resource ID matches the RuleSetName
	// value.
	RuleSetArn *string `type:"string"`

	// A collection of matchmaking rules, formatted as a JSON string. Comments are
	// not allowed in JSON, but most elements support a description field.
	//
	// RuleSetBody is a required field
	RuleSetBody *string `min:"1" type:"string" required:"true"`

	// A unique identifier for the matchmaking rule set
	RuleSetName *string `type:"string"`
	// contains filtered or unexported fields
}

Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html).

  • Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.

  • Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.

  • Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.

  • Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.

func (MatchmakingRuleSet) GoString

func (s MatchmakingRuleSet) GoString() string

GoString returns the string representation

func (*MatchmakingRuleSet) SetCreationTime

func (s *MatchmakingRuleSet) SetCreationTime(v time.Time) *MatchmakingRuleSet

SetCreationTime sets the CreationTime field's value.

func (*MatchmakingRuleSet) SetRuleSetArn

func (s *MatchmakingRuleSet) SetRuleSetArn(v string) *MatchmakingRuleSet

SetRuleSetArn sets the RuleSetArn field's value.

func (*MatchmakingRuleSet) SetRuleSetBody

func (s *MatchmakingRuleSet) SetRuleSetBody(v string) *MatchmakingRuleSet

SetRuleSetBody sets the RuleSetBody field's value.

func (*MatchmakingRuleSet) SetRuleSetName

func (s *MatchmakingRuleSet) SetRuleSetName(v string) *MatchmakingRuleSet

SetRuleSetName sets the RuleSetName field's value.

func (MatchmakingRuleSet) String

func (s MatchmakingRuleSet) String() string

String returns the string representation

type MatchmakingTicket

type MatchmakingTicket struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// associated with the GameLift matchmaking configuration resource that is used
	// with this ticket.
	ConfigurationArn *string `type:"string"`

	// Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking
	// configurations determine how players are grouped into a match and how a new
	// game session is created for the match.
	ConfigurationName *string `type:"string"`

	// Time stamp indicating when this matchmaking request stopped being processed
	// due to success, failure, or cancellation. Format is a number expressed in
	// Unix time as milliseconds (for example "1469498468.057").
	EndTime *time.Time `type:"timestamp"`

	// Average amount of time (in seconds) that players are currently waiting for
	// a match. If there is not enough recent data, this property may be empty.
	EstimatedWaitTime *int64 `type:"integer"`

	// Identifier and connection information of the game session created for the
	// match. This information is added to the ticket only after the matchmaking
	// request has been successfully completed. This parameter is not set when FlexMatch
	// is being used without GameLift hosting.
	GameSessionConnectionInfo *GameSessionConnectionInfo `type:"structure"`

	// A set of Player objects, each representing a player to find matches for.
	// Players are identified by a unique player ID and may include latency data
	// for use during matchmaking. If the ticket is in status COMPLETED, the Player
	// objects include the team the players were assigned to in the resulting match.
	Players []*Player `type:"list"`

	// Time stamp indicating when this matchmaking request was received. Format
	// is a number expressed in Unix time as milliseconds (for example "1469498468.057").
	StartTime *time.Time `type:"timestamp"`

	// Current status of the matchmaking request.
	//
	//    * QUEUED -- The matchmaking request has been received and is currently
	//    waiting to be processed.
	//
	//    * SEARCHING -- The matchmaking request is currently being processed.
	//
	//    * REQUIRES_ACCEPTANCE -- A match has been proposed and the players must
	//    accept the match (see AcceptMatch). This status is used only with requests
	//    that use a matchmaking configuration with a player acceptance requirement.
	//
	//    * PLACING -- The FlexMatch engine has matched players and is in the process
	//    of placing a new game session for the match.
	//
	//    * COMPLETED -- Players have been matched and a game session is ready to
	//    host the players. A ticket in this state contains the necessary connection
	//    information for players.
	//
	//    * FAILED -- The matchmaking request was not completed.
	//
	//    * CANCELLED -- The matchmaking request was canceled. This may be the result
	//    of a call to StopMatchmaking or a proposed match that one or more players
	//    failed to accept.
	//
	//    * TIMED_OUT -- The matchmaking request was not successful within the duration
	//    specified in the matchmaking configuration.
	//
	// Matchmaking requests that fail to successfully complete (statuses FAILED,
	// CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket
	// IDs.
	Status *string `type:"string" enum:"MatchmakingConfigurationStatus"`

	// Additional information about the current status.
	StatusMessage *string `type:"string"`

	// Code to explain the current status. For example, a status reason may indicate
	// when a ticket has returned to SEARCHING status after a proposed match fails
	// to receive player acceptances.
	StatusReason *string `type:"string"`

	// A unique identifier for a matchmaking ticket.
	TicketId *string `type:"string"`
	// contains filtered or unexported fields
}

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.

func (MatchmakingTicket) GoString

func (s MatchmakingTicket) GoString() string

GoString returns the string representation

func (*MatchmakingTicket) SetConfigurationArn

func (s *MatchmakingTicket) SetConfigurationArn(v string) *MatchmakingTicket

SetConfigurationArn sets the ConfigurationArn field's value.

func (*MatchmakingTicket) SetConfigurationName

func (s *MatchmakingTicket) SetConfigurationName(v string) *MatchmakingTicket

SetConfigurationName sets the ConfigurationName field's value.

func (*MatchmakingTicket) SetEndTime

func (s *MatchmakingTicket) SetEndTime(v time.Time) *MatchmakingTicket

SetEndTime sets the EndTime field's value.

func (*MatchmakingTicket) SetEstimatedWaitTime

func (s *MatchmakingTicket) SetEstimatedWaitTime(v int64) *MatchmakingTicket

SetEstimatedWaitTime sets the EstimatedWaitTime field's value.

func (*MatchmakingTicket) SetGameSessionConnectionInfo

func (s *MatchmakingTicket) SetGameSessionConnectionInfo(v *GameSessionConnectionInfo) *MatchmakingTicket

SetGameSessionConnectionInfo sets the GameSessionConnectionInfo field's value.

func (*MatchmakingTicket) SetPlayers

func (s *MatchmakingTicket) SetPlayers(v []*Player) *MatchmakingTicket

SetPlayers sets the Players field's value.

func (*MatchmakingTicket) SetStartTime

func (s *MatchmakingTicket) SetStartTime(v time.Time) *MatchmakingTicket

SetStartTime sets the StartTime field's value.

func (*MatchmakingTicket) SetStatus

func (s *MatchmakingTicket) SetStatus(v string) *MatchmakingTicket

SetStatus sets the Status field's value.

func (*MatchmakingTicket) SetStatusMessage

func (s *MatchmakingTicket) SetStatusMessage(v string) *MatchmakingTicket

SetStatusMessage sets the StatusMessage field's value.

func (*MatchmakingTicket) SetStatusReason

func (s *MatchmakingTicket) SetStatusReason(v string) *MatchmakingTicket

SetStatusReason sets the StatusReason field's value.

func (*MatchmakingTicket) SetTicketId

func (s *MatchmakingTicket) SetTicketId(v string) *MatchmakingTicket

SetTicketId sets the TicketId field's value.

func (MatchmakingTicket) String

func (s MatchmakingTicket) String() string

String returns the string representation

type NotFoundException

type NotFoundException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

A service resource associated with the request could not be found. Clients should not retry such requests.

func (*NotFoundException) Code

func (s *NotFoundException) Code() string

Code returns the exception type name.

func (*NotFoundException) Error

func (s *NotFoundException) Error() string

func (NotFoundException) GoString

func (s NotFoundException) GoString() string

GoString returns the string representation

func (*NotFoundException) Message

func (s *NotFoundException) Message() string

Message returns the exception's message.

func (*NotFoundException) OrigErr

func (s *NotFoundException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*NotFoundException) RequestID

func (s *NotFoundException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*NotFoundException) StatusCode

func (s *NotFoundException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (NotFoundException) String

func (s NotFoundException) String() string

String returns the string representation

type OutOfCapacityException

type OutOfCapacityException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

The specified game server group has no available game servers to fulfill a ClaimGameServer request. Clients can retry such requests immediately or after a waiting period.

func (*OutOfCapacityException) Code

func (s *OutOfCapacityException) Code() string

Code returns the exception type name.

func (*OutOfCapacityException) Error

func (s *OutOfCapacityException) Error() string

func (OutOfCapacityException) GoString

func (s OutOfCapacityException) GoString() string

GoString returns the string representation

func (*OutOfCapacityException) Message

func (s *OutOfCapacityException) Message() string

Message returns the exception's message.

func (*OutOfCapacityException) OrigErr

func (s *OutOfCapacityException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*OutOfCapacityException) RequestID

func (s *OutOfCapacityException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*OutOfCapacityException) StatusCode

func (s *OutOfCapacityException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (OutOfCapacityException) String

func (s OutOfCapacityException) String() string

String returns the string representation

type PlacedPlayerSession

type PlacedPlayerSession struct {

	// A unique identifier for a player that is associated with this player session.
	PlayerId *string `min:"1" type:"string"`

	// A unique identifier for a player session.
	PlayerSessionId *string `type:"string"`
	// contains filtered or unexported fields
}

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.

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (PlacedPlayerSession) GoString

func (s PlacedPlayerSession) GoString() string

GoString returns the string representation

func (*PlacedPlayerSession) SetPlayerId

func (s *PlacedPlayerSession) SetPlayerId(v string) *PlacedPlayerSession

SetPlayerId sets the PlayerId field's value.

func (*PlacedPlayerSession) SetPlayerSessionId

func (s *PlacedPlayerSession) SetPlayerSessionId(v string) *PlacedPlayerSession

SetPlayerSessionId sets the PlayerSessionId field's value.

func (PlacedPlayerSession) String

func (s PlacedPlayerSession) String() string

String returns the string representation

type Player

type Player struct {

	// A set of values, expressed in milliseconds, that indicates the amount of
	// latency that a player experiences when connected to AWS Regions. If this
	// property is present, FlexMatch considers placing the match only in Regions
	// for which latency is reported.
	//
	// If a matchmaker has a rule that evaluates player latency, players must report
	// latency in order to be matched. If no latency is reported in this scenario,
	// FlexMatch assumes that no Regions are available to the player and the ticket
	// is not matchable.
	LatencyInMs map[string]*int64 `type:"map"`

	// A collection of key:value pairs containing player information for use in
	// matchmaking. Player attribute keys must match the playerAttributes used in
	// a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"},
	// "gameMode": {"S": "deathmatch"}}.
	PlayerAttributes map[string]*AttributeValue `type:"map"`

	// A unique identifier for a player
	PlayerId *string `min:"1" type:"string"`

	// Name of the team that the player is assigned to in a match. Team names are
	// defined in a matchmaking rule set.
	Team *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

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.

func (Player) GoString

func (s Player) GoString() string

GoString returns the string representation

func (*Player) SetLatencyInMs

func (s *Player) SetLatencyInMs(v map[string]*int64) *Player

SetLatencyInMs sets the LatencyInMs field's value.

func (*Player) SetPlayerAttributes

func (s *Player) SetPlayerAttributes(v map[string]*AttributeValue) *Player

SetPlayerAttributes sets the PlayerAttributes field's value.

func (*Player) SetPlayerId

func (s *Player) SetPlayerId(v string) *Player

SetPlayerId sets the PlayerId field's value.

func (*Player) SetTeam

func (s *Player) SetTeam(v string) *Player

SetTeam sets the Team field's value.

func (Player) String

func (s Player) String() string

String returns the string representation

func (*Player) Validate

func (s *Player) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type PlayerLatency

type PlayerLatency struct {

	// Amount of time that represents the time lag experienced by the player when
	// connected to the specified Region.
	LatencyInMilliseconds *float64 `type:"float"`

	// A unique identifier for a player associated with the latency data.
	PlayerId *string `min:"1" type:"string"`

	// Name of the Region that is associated with the latency value.
	RegionIdentifier *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

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.

func (PlayerLatency) GoString

func (s PlayerLatency) GoString() string

GoString returns the string representation

func (*PlayerLatency) SetLatencyInMilliseconds

func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency

SetLatencyInMilliseconds sets the LatencyInMilliseconds field's value.

func (*PlayerLatency) SetPlayerId

func (s *PlayerLatency) SetPlayerId(v string) *PlayerLatency

SetPlayerId sets the PlayerId field's value.

func (*PlayerLatency) SetRegionIdentifier

func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency

SetRegionIdentifier sets the RegionIdentifier field's value.

func (PlayerLatency) String

func (s PlayerLatency) String() string

String returns the string representation

func (*PlayerLatency) Validate

func (s *PlayerLatency) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type PlayerLatencyPolicy

type PlayerLatencyPolicy struct {

	// 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"`
	// contains filtered or unexported fields
}

Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.

Latency policies are part of a GameSessionQueue.

func (PlayerLatencyPolicy) GoString

func (s PlayerLatencyPolicy) GoString() string

GoString returns the string representation

func (*PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds

func (s *PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds(v int64) *PlayerLatencyPolicy

SetMaximumIndividualPlayerLatencyMilliseconds sets the MaximumIndividualPlayerLatencyMilliseconds field's value.

func (*PlayerLatencyPolicy) SetPolicyDurationSeconds

func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPolicy

SetPolicyDurationSeconds sets the PolicyDurationSeconds field's value.

func (PlayerLatencyPolicy) String

func (s PlayerLatencyPolicy) String() string

String returns the string representation

type PlayerSession

type PlayerSession struct {

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// The DNS identifier assigned to the instance that is running the game session.
	// Values have the following format:
	//
	//    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
	//
	//    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com.
	//    (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
	//
	// When connecting to a game session that is running on a TLS-enabled fleet,
	// you must use the DNS name, not the IP address.
	DnsName *string `type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// associated with the GameLift fleet that the player's game session is running
	// on.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet that the player's game session is running
	// on.
	FleetId *string `type:"string"`

	// A unique identifier for the game session that the player session is connected
	// to.
	GameSessionId *string `min:"1" type:"string"`

	// The IP address of the game session. To connect to a GameLift game server,
	// an app needs both the IP address and port number.
	IpAddress *string `type:"string"`

	// Developer-defined information related to a player. GameLift does not use
	// this data, so it can be formatted as needed for use in the game.
	PlayerData *string `min:"1" type:"string"`

	// A unique identifier for a player that is associated with this player session.
	PlayerId *string `min:"1" type:"string"`

	// A unique identifier for a player session.
	PlayerSessionId *string `type:"string"`

	// Port number for the game session. To connect to a Amazon GameLift server
	// process, an app needs both the IP address and port number.
	Port *int64 `min:"1" type:"integer"`

	// Current status of the player session.
	//
	// Possible player session statuses include the following:
	//
	//    * RESERVED -- The player session request has been received, but the player
	//    has not yet connected to the server process and/or been validated.
	//
	//    * ACTIVE -- The player has been validated by the server process and is
	//    currently connected.
	//
	//    * COMPLETED -- The player connection has been dropped.
	//
	//    * TIMEDOUT -- A player session request was received, but the player did
	//    not connect and/or was not validated within the timeout limit (60 seconds).
	Status *string `type:"string" enum:"PlayerSessionStatus"`

	// A time stamp indicating when this data object was terminated. Format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057").
	TerminationTime *time.Time `type:"timestamp"`
	// contains filtered or unexported fields
}

Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (PlayerSession) GoString

func (s PlayerSession) GoString() string

GoString returns the string representation

func (*PlayerSession) SetCreationTime

func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession

SetCreationTime sets the CreationTime field's value.

func (*PlayerSession) SetDnsName

func (s *PlayerSession) SetDnsName(v string) *PlayerSession

SetDnsName sets the DnsName field's value.

func (*PlayerSession) SetFleetArn

func (s *PlayerSession) SetFleetArn(v string) *PlayerSession

SetFleetArn sets the FleetArn field's value.

func (*PlayerSession) SetFleetId

func (s *PlayerSession) SetFleetId(v string) *PlayerSession

SetFleetId sets the FleetId field's value.

func (*PlayerSession) SetGameSessionId

func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession

SetGameSessionId sets the GameSessionId field's value.

func (*PlayerSession) SetIpAddress

func (s *PlayerSession) SetIpAddress(v string) *PlayerSession

SetIpAddress sets the IpAddress field's value.

func (*PlayerSession) SetPlayerData

func (s *PlayerSession) SetPlayerData(v string) *PlayerSession

SetPlayerData sets the PlayerData field's value.

func (*PlayerSession) SetPlayerId

func (s *PlayerSession) SetPlayerId(v string) *PlayerSession

SetPlayerId sets the PlayerId field's value.

func (*PlayerSession) SetPlayerSessionId

func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession

SetPlayerSessionId sets the PlayerSessionId field's value.

func (*PlayerSession) SetPort

func (s *PlayerSession) SetPort(v int64) *PlayerSession

SetPort sets the Port field's value.

func (*PlayerSession) SetStatus

func (s *PlayerSession) SetStatus(v string) *PlayerSession

SetStatus sets the Status field's value.

func (*PlayerSession) SetTerminationTime

func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession

SetTerminationTime sets the TerminationTime field's value.

func (PlayerSession) String

func (s PlayerSession) String() string

String returns the string representation

type PriorityConfiguration

type PriorityConfiguration struct {

	// The prioritization order to use for fleet locations, when the PriorityOrder
	// property includes LOCATION. Locations are identified by AWS Region codes
	// such as us-west-2. Each location can only be listed once.
	LocationOrder []*string `min:"1" type:"list"`

	// The recommended sequence to use when prioritizing where to place new game
	// sessions. Each type can only be listed once.
	//
	//    * LATENCY -- FleetIQ prioritizes locations where the average player latency
	//    (provided in each game session request) is lowest.
	//
	//    * COST -- FleetIQ prioritizes destinations with the lowest current hosting
	//    costs. Cost is evaluated based on the location, instance type, and fleet
	//    type (Spot or On-Demand) for each destination in the queue.
	//
	//    * DESTINATION -- FleetIQ prioritizes based on the order that destinations
	//    are listed in the queue configuration.
	//
	//    * LOCATION -- FleetIQ prioritizes based on the provided order of locations,
	//    as defined in LocationOrder.
	PriorityOrder []*string `min:"1" type:"list"`
	// contains filtered or unexported fields
}

Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows:

  • If player latency data is included in a game session request, destinations and locations are prioritized first based on lowest average latency (1), then on lowest hosting cost (2), then on destination list order (3), and finally on location (alphabetical) (4). This approach ensures that the queue's top priority is to place game sessions where average player latency is lowest, and--if latency is the same--where the hosting cost is less, etc.

  • If player latency data is not included, destinations and locations are prioritized first on destination list order (1), and then on location (alphabetical) (2). This approach ensures that the queue's top priority is to place game sessions on the first destination fleet listed. If that fleet has multiple locations, the game session is placed on the first location (when listed alphabetically).

Changing the priority order will affect how game sessions are placed.

Priority configurations are part of a GameSessionQueue.

func (PriorityConfiguration) GoString

func (s PriorityConfiguration) GoString() string

GoString returns the string representation

func (*PriorityConfiguration) SetLocationOrder

func (s *PriorityConfiguration) SetLocationOrder(v []*string) *PriorityConfiguration

SetLocationOrder sets the LocationOrder field's value.

func (*PriorityConfiguration) SetPriorityOrder

func (s *PriorityConfiguration) SetPriorityOrder(v []*string) *PriorityConfiguration

SetPriorityOrder sets the PriorityOrder field's value.

func (PriorityConfiguration) String

func (s PriorityConfiguration) String() string

String returns the string representation

func (*PriorityConfiguration) Validate

func (s *PriorityConfiguration) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type PutScalingPolicyInput

type PutScalingPolicyInput struct {

	// Comparison operator to use when measuring the metric against the threshold
	// value.
	ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"`

	// Length of time (in minutes) the metric must be at or beyond the threshold
	// before a scaling event is triggered.
	EvaluationPeriods *int64 `min:"1" type:"integer"`

	// A unique identifier for the fleet to apply this policy to. You can use either
	// the fleet ID or ARN value. The fleet cannot be in any of the following statuses:
	// ERROR or DELETING.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// Name of the Amazon GameLift-defined metric that is used to trigger a scaling
	// adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon
	// GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html).
	//
	//    * ActivatingGameSessions -- Game sessions in the process of being created.
	//
	//    * ActiveGameSessions -- Game sessions that are currently running.
	//
	//    * ActiveInstances -- Fleet instances that are currently running at least
	//    one game session.
	//
	//    * AvailableGameSessions -- Additional game sessions that fleet could host
	//    simultaneously, given current capacity.
	//
	//    * AvailablePlayerSessions -- Empty player slots in currently active game
	//    sessions. This includes game sessions that are not currently accepting
	//    players. Reserved player slots are not included.
	//
	//    * CurrentPlayerSessions -- Player slots in active game sessions that are
	//    being used by a player or are reserved for a player.
	//
	//    * IdleInstances -- Active instances that are currently hosting zero game
	//    sessions.
	//
	//    * PercentAvailableGameSessions -- Unused percentage of the total number
	//    of game sessions that a fleet could host simultaneously, given current
	//    capacity. Use this metric for a target-based scaling policy.
	//
	//    * PercentIdleInstances -- Percentage of the total number of active instances
	//    that are hosting zero game sessions.
	//
	//    * QueueDepth -- Pending game session placement requests, in any queue,
	//    where the current fleet is the top-priority destination.
	//
	//    * WaitTime -- Current wait time for pending game session placement requests,
	//    in any queue, where the current fleet is the top-priority destination.
	//
	// MetricName is a required field
	MetricName *string `type:"string" required:"true" enum:"MetricName"`

	// A descriptive label that is associated with a fleet's scaling policy. Policy
	// names do not need to be unique. A fleet can have only one scaling policy
	// with the same name.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`

	// The type of scaling policy to create. For a target-based policy, set the
	// parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration.
	// For a rule-based policy set the following parameters: MetricName, ComparisonOperator,
	// Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
	PolicyType *string `type:"string" enum:"PolicyType"`

	// Amount of adjustment to make, based on the scaling adjustment type.
	ScalingAdjustment *int64 `type:"integer"`

	// The type of adjustment to make to a fleet's instance count (see FleetCapacity):
	//
	//    * ChangeInCapacity -- add (or subtract) the scaling adjustment value from
	//    the current instance count. Positive values scale up while negative values
	//    scale down.
	//
	//    * ExactCapacity -- set the instance count to the scaling adjustment value.
	//
	//    * PercentChangeInCapacity -- increase or reduce the current instance count
	//    by the scaling adjustment, read as a percentage. Positive values scale
	//    up while negative values scale down; for example, a value of "-10" scales
	//    the fleet down by 10%.
	ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"`

	// An object that contains settings for a target-based scaling policy.
	TargetConfiguration *TargetConfiguration `type:"structure"`

	// Metric value used to trigger a scaling event.
	Threshold *float64 `type:"double"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (PutScalingPolicyInput) GoString

func (s PutScalingPolicyInput) GoString() string

GoString returns the string representation

func (*PutScalingPolicyInput) SetComparisonOperator

func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput

SetComparisonOperator sets the ComparisonOperator field's value.

func (*PutScalingPolicyInput) SetEvaluationPeriods

func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput

SetEvaluationPeriods sets the EvaluationPeriods field's value.

func (*PutScalingPolicyInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*PutScalingPolicyInput) SetMetricName

func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput

SetMetricName sets the MetricName field's value.

func (*PutScalingPolicyInput) SetName

SetName sets the Name field's value.

func (*PutScalingPolicyInput) SetPolicyType

func (s *PutScalingPolicyInput) SetPolicyType(v string) *PutScalingPolicyInput

SetPolicyType sets the PolicyType field's value.

func (*PutScalingPolicyInput) SetScalingAdjustment

func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput

SetScalingAdjustment sets the ScalingAdjustment field's value.

func (*PutScalingPolicyInput) SetScalingAdjustmentType

func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput

SetScalingAdjustmentType sets the ScalingAdjustmentType field's value.

func (*PutScalingPolicyInput) SetTargetConfiguration

func (s *PutScalingPolicyInput) SetTargetConfiguration(v *TargetConfiguration) *PutScalingPolicyInput

SetTargetConfiguration sets the TargetConfiguration field's value.

func (*PutScalingPolicyInput) SetThreshold

SetThreshold sets the Threshold field's value.

func (PutScalingPolicyInput) String

func (s PutScalingPolicyInput) String() string

String returns the string representation

func (*PutScalingPolicyInput) Validate

func (s *PutScalingPolicyInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type PutScalingPolicyOutput

type PutScalingPolicyOutput struct {

	// A descriptive label that is associated with a fleet's scaling policy. Policy
	// names do not need to be unique.
	Name *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (PutScalingPolicyOutput) GoString

func (s PutScalingPolicyOutput) GoString() string

GoString returns the string representation

func (*PutScalingPolicyOutput) SetName

SetName sets the Name field's value.

func (PutScalingPolicyOutput) String

func (s PutScalingPolicyOutput) String() string

String returns the string representation

type RegisterGameServerInput

type RegisterGameServerInput struct {

	// Information that is needed to make inbound client connections to the game
	// server. This might include the IP address and port, DNS name, and other information.
	ConnectionInfo *string `min:"1" type:"string"`

	// A set of custom game server properties, formatted as a single string value.
	// This data is passed to a game client or service when it requests information
	// on game servers using ListGameServers or ClaimGameServer.
	GameServerData *string `min:"1" type:"string"`

	// A unique identifier for the game server group where the game server is running.
	// Use either the GameServerGroup name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// A custom string that uniquely identifies the game server to register. Game
	// server IDs are developer-defined and must be unique across all game server
	// groups in your AWS account.
	//
	// GameServerId is a required field
	GameServerId *string `min:"3" type:"string" required:"true"`

	// The unique identifier for the instance where the game server is running.
	// This ID is available in the instance metadata. EC2 instance IDs use a 17-character
	// format, for example: i-1234567890abcdef0.
	//
	// InstanceId is a required field
	InstanceId *string `min:"19" type:"string" required:"true"`
	// contains filtered or unexported fields
}

func (RegisterGameServerInput) GoString

func (s RegisterGameServerInput) GoString() string

GoString returns the string representation

func (*RegisterGameServerInput) SetConnectionInfo

func (s *RegisterGameServerInput) SetConnectionInfo(v string) *RegisterGameServerInput

SetConnectionInfo sets the ConnectionInfo field's value.

func (*RegisterGameServerInput) SetGameServerData

func (s *RegisterGameServerInput) SetGameServerData(v string) *RegisterGameServerInput

SetGameServerData sets the GameServerData field's value.

func (*RegisterGameServerInput) SetGameServerGroupName

func (s *RegisterGameServerInput) SetGameServerGroupName(v string) *RegisterGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*RegisterGameServerInput) SetGameServerId

SetGameServerId sets the GameServerId field's value.

func (*RegisterGameServerInput) SetInstanceId

SetInstanceId sets the InstanceId field's value.

func (RegisterGameServerInput) String

func (s RegisterGameServerInput) String() string

String returns the string representation

func (*RegisterGameServerInput) Validate

func (s *RegisterGameServerInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type RegisterGameServerOutput

type RegisterGameServerOutput struct {

	// Object that describes the newly registered game server.
	GameServer *GameServer `type:"structure"`
	// contains filtered or unexported fields
}

func (RegisterGameServerOutput) GoString

func (s RegisterGameServerOutput) GoString() string

GoString returns the string representation

func (*RegisterGameServerOutput) SetGameServer

SetGameServer sets the GameServer field's value.

func (RegisterGameServerOutput) String

func (s RegisterGameServerOutput) String() string

String returns the string representation

type RequestUploadCredentialsInput

type RequestUploadCredentialsInput struct {

	// A unique identifier for the build to get credentials for. You can use either
	// the build ID or ARN value.
	//
	// BuildId is a required field
	BuildId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (RequestUploadCredentialsInput) GoString

GoString returns the string representation

func (*RequestUploadCredentialsInput) SetBuildId

SetBuildId sets the BuildId field's value.

func (RequestUploadCredentialsInput) String

String returns the string representation

func (*RequestUploadCredentialsInput) Validate

func (s *RequestUploadCredentialsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type RequestUploadCredentialsOutput

type RequestUploadCredentialsOutput struct {

	// 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" sensitive:"true"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (RequestUploadCredentialsOutput) GoString

GoString returns the string representation

func (*RequestUploadCredentialsOutput) SetStorageLocation

SetStorageLocation sets the StorageLocation field's value.

func (*RequestUploadCredentialsOutput) SetUploadCredentials

SetUploadCredentials sets the UploadCredentials field's value.

func (RequestUploadCredentialsOutput) String

String returns the string representation

type ResolveAliasInput

type ResolveAliasInput struct {

	// The unique identifier of the alias that you want to retrieve a fleet ID for.
	// You can use either the alias ID or ARN value.
	//
	// AliasId is a required field
	AliasId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (ResolveAliasInput) GoString

func (s ResolveAliasInput) GoString() string

GoString returns the string representation

func (*ResolveAliasInput) SetAliasId

func (s *ResolveAliasInput) SetAliasId(v string) *ResolveAliasInput

SetAliasId sets the AliasId field's value.

func (ResolveAliasInput) String

func (s ResolveAliasInput) String() string

String returns the string representation

func (*ResolveAliasInput) Validate

func (s *ResolveAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ResolveAliasOutput

type ResolveAliasOutput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// associated with the GameLift fleet resource that this alias points to.
	FleetArn *string `type:"string"`

	// The fleet identifier that the alias is pointing to.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (ResolveAliasOutput) GoString

func (s ResolveAliasOutput) GoString() string

GoString returns the string representation

func (*ResolveAliasOutput) SetFleetArn

func (s *ResolveAliasOutput) SetFleetArn(v string) *ResolveAliasOutput

SetFleetArn sets the FleetArn field's value.

func (*ResolveAliasOutput) SetFleetId

func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput

SetFleetId sets the FleetId field's value.

func (ResolveAliasOutput) String

func (s ResolveAliasOutput) String() string

String returns the string representation

type ResourceCreationLimitPolicy

type ResourceCreationLimitPolicy struct {

	// The maximum number of game sessions that an individual can create during
	// the policy period.
	NewGameSessionsPerCreator *int64 `type:"integer"`

	// The time span used in evaluating the resource creation limit policy.
	PolicyPeriodInMinutes *int64 `type:"integer"`
	// contains filtered or unexported fields
}

A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

The resource creation limit policy is included in FleetAttributes.

func (ResourceCreationLimitPolicy) GoString

func (s ResourceCreationLimitPolicy) GoString() string

GoString returns the string representation

func (*ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator

func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy

SetNewGameSessionsPerCreator sets the NewGameSessionsPerCreator field's value.

func (*ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes

func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy

SetPolicyPeriodInMinutes sets the PolicyPeriodInMinutes field's value.

func (ResourceCreationLimitPolicy) String

String returns the string representation

type ResumeGameServerGroupInput

type ResumeGameServerGroupInput struct {

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// The activity to resume for this game server group.
	//
	// ResumeActions is a required field
	ResumeActions []*string `min:"1" type:"list" required:"true"`
	// contains filtered or unexported fields
}

func (ResumeGameServerGroupInput) GoString

func (s ResumeGameServerGroupInput) GoString() string

GoString returns the string representation

func (*ResumeGameServerGroupInput) SetGameServerGroupName

func (s *ResumeGameServerGroupInput) SetGameServerGroupName(v string) *ResumeGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*ResumeGameServerGroupInput) SetResumeActions

SetResumeActions sets the ResumeActions field's value.

func (ResumeGameServerGroupInput) String

String returns the string representation

func (*ResumeGameServerGroupInput) Validate

func (s *ResumeGameServerGroupInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ResumeGameServerGroupOutput

type ResumeGameServerGroupOutput struct {

	// An object that describes the game server group resource, with the SuspendedActions
	// property updated to reflect the resumed activity.
	GameServerGroup *GameServerGroup `type:"structure"`
	// contains filtered or unexported fields
}

func (ResumeGameServerGroupOutput) GoString

func (s ResumeGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*ResumeGameServerGroupOutput) SetGameServerGroup

SetGameServerGroup sets the GameServerGroup field's value.

func (ResumeGameServerGroupOutput) String

String returns the string representation

type RoutingStrategy

type RoutingStrategy struct {

	// A unique identifier for the fleet that the alias points to. This value is
	// the fleet ID, not the fleet ARN.
	FleetId *string `type:"string"`

	// The message text to be used with a terminal routing strategy.
	Message *string `type:"string"`

	// The type of routing strategy for the alias.
	//
	// Possible routing types include the following:
	//
	//    * SIMPLE - The alias resolves to one specific fleet. Use this type when
	//    routing to active fleets.
	//
	//    * TERMINAL - The alias does not resolve to a fleet but instead can be
	//    used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException
	//    with the RoutingStrategy message embedded.
	Type *string `type:"string" enum:"RoutingStrategyType"`
	// contains filtered or unexported fields
}

The routing configuration for a fleet alias.

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (RoutingStrategy) GoString

func (s RoutingStrategy) GoString() string

GoString returns the string representation

func (*RoutingStrategy) SetFleetId

func (s *RoutingStrategy) SetFleetId(v string) *RoutingStrategy

SetFleetId sets the FleetId field's value.

func (*RoutingStrategy) SetMessage

func (s *RoutingStrategy) SetMessage(v string) *RoutingStrategy

SetMessage sets the Message field's value.

func (*RoutingStrategy) SetType

func (s *RoutingStrategy) SetType(v string) *RoutingStrategy

SetType sets the Type field's value.

func (RoutingStrategy) String

func (s RoutingStrategy) String() string

String returns the string representation

type RuntimeConfiguration

type RuntimeConfiguration struct {

	// The maximum amount of time (in seconds) allowed to launch a new game session
	// and have it report ready to host players. During this time, the game session
	// is in status ACTIVATING. If the game session does not become active before
	// the timeout, it is ended and the game session status is changed to TERMINATED.
	GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"`

	// The number of game sessions in status ACTIVATING to allow on an instance.
	// This setting limits the instance resources that can be used for new game
	// activations at any one time.
	MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"`

	// A collection of server process configurations that identify what server processes
	// to run on each instance in a fleet.
	ServerProcesses []*ServerProcess `min:"1" type:"list"`
	// contains filtered or unexported fields
}

A collection of server process configurations that describe the set of processes to run on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.

A GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess. Learn more about Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html).

DescribeRuntimeConfiguration | UpdateRuntimeConfiguration

func (RuntimeConfiguration) GoString

func (s RuntimeConfiguration) GoString() string

GoString returns the string representation

func (*RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds

func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration

SetGameSessionActivationTimeoutSeconds sets the GameSessionActivationTimeoutSeconds field's value.

func (*RuntimeConfiguration) SetMaxConcurrentGameSessionActivations

func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration

SetMaxConcurrentGameSessionActivations sets the MaxConcurrentGameSessionActivations field's value.

func (*RuntimeConfiguration) SetServerProcesses

func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration

SetServerProcesses sets the ServerProcesses field's value.

func (RuntimeConfiguration) String

func (s RuntimeConfiguration) String() string

String returns the string representation

func (*RuntimeConfiguration) Validate

func (s *RuntimeConfiguration) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type S3Location

type S3Location struct {

	// An Amazon S3 bucket identifier. This is the name of the S3 bucket.
	//
	// GameLift currently does not support uploading from Amazon S3 buckets with
	// names that contain a dot (.).
	Bucket *string `min:"1" type:"string"`

	// The name of the zip file that contains the build files or script files.
	Key *string `min:"1" type:"string"`

	// The version of the file, if object versioning is turned on for the bucket.
	// Amazon GameLift uses this information when retrieving files from an S3 bucket
	// that you own. Use this parameter to specify a specific version of the file.
	// If not set, the latest version of the file is retrieved.
	ObjectVersion *string `min:"1" type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// for an IAM role that allows Amazon GameLift to access the S3 bucket.
	RoleArn *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

func (S3Location) GoString

func (s S3Location) GoString() string

GoString returns the string representation

func (*S3Location) SetBucket

func (s *S3Location) SetBucket(v string) *S3Location

SetBucket sets the Bucket field's value.

func (*S3Location) SetKey

func (s *S3Location) SetKey(v string) *S3Location

SetKey sets the Key field's value.

func (*S3Location) SetObjectVersion

func (s *S3Location) SetObjectVersion(v string) *S3Location

SetObjectVersion sets the ObjectVersion field's value.

func (*S3Location) SetRoleArn

func (s *S3Location) SetRoleArn(v string) *S3Location

SetRoleArn sets the RoleArn field's value.

func (S3Location) String

func (s S3Location) String() string

String returns the string representation

func (*S3Location) Validate

func (s *S3Location) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ScalingPolicy

type ScalingPolicy struct {

	// Comparison operator to use when measuring a metric against the threshold
	// value.
	ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"`

	// Length of time (in minutes) the metric must be at or beyond the threshold
	// before a scaling event is triggered.
	EvaluationPeriods *int64 `min:"1" type:"integer"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet that is associated with this scaling policy.
	FleetId *string `type:"string"`

	Location *string `min:"1" type:"string"`

	// Name of the Amazon GameLift-defined metric that is used to trigger a scaling
	// adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon
	// GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html).
	//
	//    * ActivatingGameSessions -- Game sessions in the process of being created.
	//
	//    * ActiveGameSessions -- Game sessions that are currently running.
	//
	//    * ActiveInstances -- Fleet instances that are currently running at least
	//    one game session.
	//
	//    * AvailableGameSessions -- Additional game sessions that fleet could host
	//    simultaneously, given current capacity.
	//
	//    * AvailablePlayerSessions -- Empty player slots in currently active game
	//    sessions. This includes game sessions that are not currently accepting
	//    players. Reserved player slots are not included.
	//
	//    * CurrentPlayerSessions -- Player slots in active game sessions that are
	//    being used by a player or are reserved for a player.
	//
	//    * IdleInstances -- Active instances that are currently hosting zero game
	//    sessions.
	//
	//    * PercentAvailableGameSessions -- Unused percentage of the total number
	//    of game sessions that a fleet could host simultaneously, given current
	//    capacity. Use this metric for a target-based scaling policy.
	//
	//    * PercentIdleInstances -- Percentage of the total number of active instances
	//    that are hosting zero game sessions.
	//
	//    * QueueDepth -- Pending game session placement requests, in any queue,
	//    where the current fleet is the top-priority destination.
	//
	//    * WaitTime -- Current wait time for pending game session placement requests,
	//    in any queue, where the current fleet is the top-priority destination.
	MetricName *string `type:"string" enum:"MetricName"`

	// A descriptive label that is associated with a fleet's scaling policy. Policy
	// names do not need to be unique.
	Name *string `min:"1" type:"string"`

	// The type of scaling policy to create. For a target-based policy, set the
	// parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration.
	// For a rule-based policy set the following parameters: MetricName, ComparisonOperator,
	// Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
	PolicyType *string `type:"string" enum:"PolicyType"`

	// Amount of adjustment to make, based on the scaling adjustment type.
	ScalingAdjustment *int64 `type:"integer"`

	// The type of adjustment to make to a fleet's instance count (see FleetCapacity):
	//
	//    * ChangeInCapacity -- add (or subtract) the scaling adjustment value from
	//    the current instance count. Positive values scale up while negative values
	//    scale down.
	//
	//    * ExactCapacity -- set the instance count to the scaling adjustment value.
	//
	//    * PercentChangeInCapacity -- increase or reduce the current instance count
	//    by the scaling adjustment, read as a percentage. Positive values scale
	//    up while negative values scale down.
	ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"`

	// Current status of the scaling policy. The scaling policy can be in force
	// only when in an ACTIVE status. Scaling policies can be suspended for individual
	// fleets (see StopFleetActions; if suspended for a fleet, the policy status
	// does not change. View a fleet's stopped actions by calling DescribeFleetCapacity.
	//
	//    * ACTIVE -- The scaling policy can be used for auto-scaling a fleet.
	//
	//    * UPDATE_REQUESTED -- A request to update the scaling policy has been
	//    received.
	//
	//    * UPDATING -- A change is being made to the scaling policy.
	//
	//    * DELETE_REQUESTED -- A request to delete the scaling policy has been
	//    received.
	//
	//    * DELETING -- The scaling policy is being deleted.
	//
	//    * DELETED -- The scaling policy has been deleted.
	//
	//    * ERROR -- An error occurred in creating the policy. It should be removed
	//    and recreated.
	Status *string `type:"string" enum:"ScalingStatusType"`

	// An object that contains settings for a target-based scaling policy.
	TargetConfiguration *TargetConfiguration `type:"structure"`

	// Metric value used to trigger a scaling event.
	Threshold *float64 `type:"double"`

	// The current status of the fleet's scaling policies in a requested fleet location.
	// The status PENDING_UPDATE indicates that an update was requested for the
	// fleet but has not yet been completed for the location.
	UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"`
	// contains filtered or unexported fields
}

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (ScalingPolicy) GoString

func (s ScalingPolicy) GoString() string

GoString returns the string representation

func (*ScalingPolicy) SetComparisonOperator

func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy

SetComparisonOperator sets the ComparisonOperator field's value.

func (*ScalingPolicy) SetEvaluationPeriods

func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy

SetEvaluationPeriods sets the EvaluationPeriods field's value.

func (*ScalingPolicy) SetFleetArn

func (s *ScalingPolicy) SetFleetArn(v string) *ScalingPolicy

SetFleetArn sets the FleetArn field's value.

func (*ScalingPolicy) SetFleetId

func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy

SetFleetId sets the FleetId field's value.

func (*ScalingPolicy) SetLocation

func (s *ScalingPolicy) SetLocation(v string) *ScalingPolicy

SetLocation sets the Location field's value.

func (*ScalingPolicy) SetMetricName

func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy

SetMetricName sets the MetricName field's value.

func (*ScalingPolicy) SetName

func (s *ScalingPolicy) SetName(v string) *ScalingPolicy

SetName sets the Name field's value.

func (*ScalingPolicy) SetPolicyType

func (s *ScalingPolicy) SetPolicyType(v string) *ScalingPolicy

SetPolicyType sets the PolicyType field's value.

func (*ScalingPolicy) SetScalingAdjustment

func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy

SetScalingAdjustment sets the ScalingAdjustment field's value.

func (*ScalingPolicy) SetScalingAdjustmentType

func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy

SetScalingAdjustmentType sets the ScalingAdjustmentType field's value.

func (*ScalingPolicy) SetStatus

func (s *ScalingPolicy) SetStatus(v string) *ScalingPolicy

SetStatus sets the Status field's value.

func (*ScalingPolicy) SetTargetConfiguration

func (s *ScalingPolicy) SetTargetConfiguration(v *TargetConfiguration) *ScalingPolicy

SetTargetConfiguration sets the TargetConfiguration field's value.

func (*ScalingPolicy) SetThreshold

func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy

SetThreshold sets the Threshold field's value.

func (*ScalingPolicy) SetUpdateStatus

func (s *ScalingPolicy) SetUpdateStatus(v string) *ScalingPolicy

SetUpdateStatus sets the UpdateStatus field's value.

func (ScalingPolicy) String

func (s ScalingPolicy) String() string

String returns the string representation

type Script

type Script struct {

	// A time stamp indicating when this data object was created. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// A descriptive label that is associated with a script. Script names do not
	// need to be unique.
	Name *string `min:"1" type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift script resource and uniquely identifies it.
	// ARNs are unique across all Regions. In a GameLift script ARN, the resource
	// ID matches the ScriptId value.
	ScriptArn *string `type:"string"`

	// A unique identifier for the Realtime script
	ScriptId *string `type:"string"`

	// The file size of the uploaded Realtime script, expressed in bytes. When files
	// are uploaded from an S3 location, this value remains at "0".
	SizeOnDisk *int64 `min:"1" type:"long"`

	// The location in Amazon S3 where build or script files are stored for access
	// by Amazon GameLift. This location is specified in CreateBuild, CreateScript,
	// and UpdateScript requests.
	StorageLocation *S3Location `type:"structure"`

	// Version information that is associated with a build or script. Version strings
	// do not need to be unique.
	Version *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Properties describing a Realtime script.

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (Script) GoString

func (s Script) GoString() string

GoString returns the string representation

func (*Script) SetCreationTime

func (s *Script) SetCreationTime(v time.Time) *Script

SetCreationTime sets the CreationTime field's value.

func (*Script) SetName

func (s *Script) SetName(v string) *Script

SetName sets the Name field's value.

func (*Script) SetScriptArn

func (s *Script) SetScriptArn(v string) *Script

SetScriptArn sets the ScriptArn field's value.

func (*Script) SetScriptId

func (s *Script) SetScriptId(v string) *Script

SetScriptId sets the ScriptId field's value.

func (*Script) SetSizeOnDisk

func (s *Script) SetSizeOnDisk(v int64) *Script

SetSizeOnDisk sets the SizeOnDisk field's value.

func (*Script) SetStorageLocation

func (s *Script) SetStorageLocation(v *S3Location) *Script

SetStorageLocation sets the StorageLocation field's value.

func (*Script) SetVersion

func (s *Script) SetVersion(v string) *Script

SetVersion sets the Version field's value.

func (Script) String

func (s Script) String() string

String returns the string representation

type SearchGameSessionsInput

type SearchGameSessionsInput struct {

	// A unique identifier for the alias associated with the fleet to search for
	// active game sessions. You can use either the alias ID or ARN value. Each
	// request must reference either a fleet ID or alias ID, but not both.
	AliasId *string `type:"string"`

	// String containing the search criteria for the session search. If no filter
	// expression is included, the request returns results for all game sessions
	// in the fleet that are in ACTIVE status.
	//
	// A filter expression can contain one or multiple conditions. Each condition
	// consists of the following:
	//
	//    * Operand -- Name of a game session attribute. Valid values are gameSessionName,
	//    gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis,
	//    playerSessionCount, hasAvailablePlayerSessions.
	//
	//    * Comparator -- Valid comparators are: =, <>, <, >, <=, >=.
	//
	//    * Value -- Value to be searched for. Values may be numbers, boolean values
	//    (true/false) or strings depending on the operand. String values are case
	//    sensitive and must be enclosed in single quotes. Special characters must
	//    be escaped. Boolean and string values can only be used with the comparators
	//    = and <>. For example, the following filter expression searches on gameSessionName:
	//    "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'".
	//
	// To chain multiple conditions in a single expression, use the logical keywords
	// AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT
	// z, NOT (x OR y).
	//
	// Session search evaluates conditions from left to right using the following
	// precedence rules:
	//
	// =, <>, <, >, <=, >=
	//
	// Parentheses
	//
	// NOT
	//
	// AND
	//
	// OR
	//
	// For example, this filter expression retrieves game sessions hosting at least
	// ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true".
	FilterExpression *string `min:"1" type:"string"`

	// A unique identifier for the fleet to search for active game sessions. You
	// can use either the fleet ID or ARN value. Each request must reference either
	// a fleet ID or alias ID, but not both.
	FleetId *string `type:"string"`

	// The maximum number of results to return. Use this parameter with NextToken
	// to get results as a set of sequential pages. The maximum number of results
	// returned is 20, even if this value is not set or is set higher than 20.
	Limit *int64 `min:"1" type:"integer"`

	// A fleet location to search for game sessions. You can specify a fleet's home
	// Region or a remote location. Use the AWS Region code format, such as us-west-2.
	Location *string `min:"1" type:"string"`

	// A token that indicates the start of the next sequential page of results.
	// Use the token that is returned with a previous call to this operation. To
	// start at the beginning of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Instructions on how to sort the search results. If no sort expression is
	// included, the request returns results in random order. A sort expression
	// consists of the following elements:
	//
	//    * Operand -- Name of a game session attribute. Valid values are gameSessionName,
	//    gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis,
	//    playerSessionCount, hasAvailablePlayerSessions.
	//
	//    * Order -- Valid sort orders are ASC (ascending) and DESC (descending).
	//
	// For example, this sort expression returns the oldest active sessions first:
	// "SortExpression": "creationTimeMillis ASC". Results with a null value for
	// the sort operand are returned at the end of the list.
	SortExpression *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (SearchGameSessionsInput) GoString

func (s SearchGameSessionsInput) GoString() string

GoString returns the string representation

func (*SearchGameSessionsInput) SetAliasId

SetAliasId sets the AliasId field's value.

func (*SearchGameSessionsInput) SetFilterExpression

func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput

SetFilterExpression sets the FilterExpression field's value.

func (*SearchGameSessionsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*SearchGameSessionsInput) SetLimit

SetLimit sets the Limit field's value.

func (*SearchGameSessionsInput) SetLocation

SetLocation sets the Location field's value.

func (*SearchGameSessionsInput) SetNextToken

SetNextToken sets the NextToken field's value.

func (*SearchGameSessionsInput) SetSortExpression

func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput

SetSortExpression sets the SortExpression field's value.

func (SearchGameSessionsInput) String

func (s SearchGameSessionsInput) String() string

String returns the string representation

func (*SearchGameSessionsInput) Validate

func (s *SearchGameSessionsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type SearchGameSessionsOutput

type SearchGameSessionsOutput struct {

	// A collection of objects containing game session properties for each session
	// that matches the request.
	GameSessions []*GameSession `type:"list"`

	// A token that indicates where to resume retrieving results on the next call
	// to this operation. If no token is returned, these results represent the end
	// of the list.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (SearchGameSessionsOutput) GoString

func (s SearchGameSessionsOutput) GoString() string

GoString returns the string representation

func (*SearchGameSessionsOutput) SetGameSessions

SetGameSessions sets the GameSessions field's value.

func (*SearchGameSessionsOutput) SetNextToken

SetNextToken sets the NextToken field's value.

func (SearchGameSessionsOutput) String

func (s SearchGameSessionsOutput) String() string

String returns the string representation

type ServerProcess

type ServerProcess struct {

	// The number of server processes using this configuration that run concurrently
	// on each instance.
	//
	// ConcurrentExecutions is a required field
	ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"`

	// The location of a game build executable or the Realtime script file that
	// contains the Init() function. Game builds and Realtime scripts are installed
	// on instances at the root:
	//
	//    * Windows (custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"
	//
	//    * Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"
	//
	// LaunchPath is a required field
	LaunchPath *string `min:"1" type:"string" required:"true"`

	// An optional list of parameters to pass to the server executable or Realtime
	// script on launch.
	Parameters *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's RuntimeConfiguration.

func (ServerProcess) GoString

func (s ServerProcess) GoString() string

GoString returns the string representation

func (*ServerProcess) SetConcurrentExecutions

func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess

SetConcurrentExecutions sets the ConcurrentExecutions field's value.

func (*ServerProcess) SetLaunchPath

func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess

SetLaunchPath sets the LaunchPath field's value.

func (*ServerProcess) SetParameters

func (s *ServerProcess) SetParameters(v string) *ServerProcess

SetParameters sets the Parameters field's value.

func (ServerProcess) String

func (s ServerProcess) String() string

String returns the string representation

func (*ServerProcess) Validate

func (s *ServerProcess) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StartFleetActionsInput

type StartFleetActionsInput struct {

	// List of actions to restart on the fleet.
	//
	// Actions is a required field
	Actions []*string `min:"1" type:"list" required:"true"`

	// A unique identifier for the fleet to restart actions on. You can use either
	// the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// The fleet location to restart fleet actions for. Specify a location in the
	// form of an AWS Region code, such as us-west-2.
	Location *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (StartFleetActionsInput) GoString

func (s StartFleetActionsInput) GoString() string

GoString returns the string representation

func (*StartFleetActionsInput) SetActions

SetActions sets the Actions field's value.

func (*StartFleetActionsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*StartFleetActionsInput) SetLocation

SetLocation sets the Location field's value.

func (StartFleetActionsInput) String

func (s StartFleetActionsInput) String() string

String returns the string representation

func (*StartFleetActionsInput) Validate

func (s *StartFleetActionsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StartFleetActionsOutput

type StartFleetActionsOutput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet to restart actions on.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (StartFleetActionsOutput) GoString

func (s StartFleetActionsOutput) GoString() string

GoString returns the string representation

func (*StartFleetActionsOutput) SetFleetArn

SetFleetArn sets the FleetArn field's value.

func (*StartFleetActionsOutput) SetFleetId

SetFleetId sets the FleetId field's value.

func (StartFleetActionsOutput) String

func (s StartFleetActionsOutput) String() string

String returns the string representation

type StartGameSessionPlacementInput

type StartGameSessionPlacementInput struct {

	// Set of information on each player to create a player session for.
	DesiredPlayerSessions []*DesiredPlayerSession `type:"list"`

	// A set of custom properties for a game session, formatted as key:value pairs.
	// These properties are passed to a game server process in the GameSession object
	// with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	GameProperties []*GameProperty `type:"list"`

	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession object with
	// a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	GameSessionData *string `min:"1" type:"string"`

	// A descriptive label that is associated with a game session. Session names
	// do not need to be unique.
	GameSessionName *string `min:"1" type:"string"`

	// Name of the queue to use to place the new game session. You can use either
	// the queue name or ARN value.
	//
	// GameSessionQueueName is a required field
	GameSessionQueueName *string `min:"1" type:"string" required:"true"`

	// The maximum number of players that can be connected simultaneously to the
	// game session.
	//
	// MaximumPlayerSessionCount is a required field
	MaximumPlayerSessionCount *int64 `type:"integer" required:"true"`

	// A unique identifier to assign to the new game session placement. This value
	// is developer-defined. The value must be unique across all Regions and cannot
	// be reused unless you are resubmitting a canceled or timed-out placement request.
	//
	// PlacementId is a required field
	PlacementId *string `min:"1" type:"string" required:"true"`

	// A set of values, expressed in milliseconds, that indicates the amount of
	// latency that a player experiences when connected to AWS Regions. This information
	// is used to try to place the new game session where it can offer the best
	// possible gameplay experience for the players.
	PlayerLatencies []*PlayerLatency `type:"list"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (StartGameSessionPlacementInput) GoString

GoString returns the string representation

func (*StartGameSessionPlacementInput) SetDesiredPlayerSessions

SetDesiredPlayerSessions sets the DesiredPlayerSessions field's value.

func (*StartGameSessionPlacementInput) SetGameProperties

SetGameProperties sets the GameProperties field's value.

func (*StartGameSessionPlacementInput) SetGameSessionData

SetGameSessionData sets the GameSessionData field's value.

func (*StartGameSessionPlacementInput) SetGameSessionName

SetGameSessionName sets the GameSessionName field's value.

func (*StartGameSessionPlacementInput) SetGameSessionQueueName

SetGameSessionQueueName sets the GameSessionQueueName field's value.

func (*StartGameSessionPlacementInput) SetMaximumPlayerSessionCount

func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*StartGameSessionPlacementInput) SetPlacementId

SetPlacementId sets the PlacementId field's value.

func (*StartGameSessionPlacementInput) SetPlayerLatencies

SetPlayerLatencies sets the PlayerLatencies field's value.

func (StartGameSessionPlacementInput) String

String returns the string representation

func (*StartGameSessionPlacementInput) Validate

func (s *StartGameSessionPlacementInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StartGameSessionPlacementOutput

type StartGameSessionPlacementOutput struct {

	// 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"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (StartGameSessionPlacementOutput) GoString

GoString returns the string representation

func (*StartGameSessionPlacementOutput) SetGameSessionPlacement

SetGameSessionPlacement sets the GameSessionPlacement field's value.

func (StartGameSessionPlacementOutput) String

String returns the string representation

type StartMatchBackfillInput

type StartMatchBackfillInput struct {

	// Name of the matchmaker to use for this request. You can use either the configuration
	// name or ARN value. The ARN of the matchmaker that was used with the original
	// game session is listed in the GameSession object, MatchmakerData property.
	//
	// ConfigurationName is a required field
	ConfigurationName *string `min:"1" type:"string" required:"true"`

	// A unique identifier for the game session. Use the game session ID. When using
	// FlexMatch as a standalone matchmaking solution, this parameter is not needed.
	GameSessionArn *string `min:"1" type:"string"`

	// Match information on all players that are currently assigned to the game
	// session. This information is used by the matchmaker to find new players and
	// add them to the existing game.
	//
	//    * PlayerID, PlayerAttributes, Team -- This information is maintained in
	//    the GameSession object, MatchmakerData property, for all players who are
	//    currently assigned to the game session. The matchmaker data is in JSON
	//    syntax, formatted as a string. For more details, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data).
	//
	//    * LatencyInMs -- If the matchmaker uses player latency, include a latency
	//    value, in milliseconds, for the Region that the game session is currently
	//    in. Do not include latency values for any other Region.
	//
	// Players is a required field
	Players []*Player `type:"list" required:"true"`

	// A unique identifier for a matchmaking ticket. If no ticket ID is specified
	// here, Amazon GameLift will generate one in the form of a UUID. Use this identifier
	// to track the match backfill ticket status and retrieve match results.
	TicketId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (StartMatchBackfillInput) GoString

func (s StartMatchBackfillInput) GoString() string

GoString returns the string representation

func (*StartMatchBackfillInput) SetConfigurationName

func (s *StartMatchBackfillInput) SetConfigurationName(v string) *StartMatchBackfillInput

SetConfigurationName sets the ConfigurationName field's value.

func (*StartMatchBackfillInput) SetGameSessionArn

func (s *StartMatchBackfillInput) SetGameSessionArn(v string) *StartMatchBackfillInput

SetGameSessionArn sets the GameSessionArn field's value.

func (*StartMatchBackfillInput) SetPlayers

SetPlayers sets the Players field's value.

func (*StartMatchBackfillInput) SetTicketId

SetTicketId sets the TicketId field's value.

func (StartMatchBackfillInput) String

func (s StartMatchBackfillInput) String() string

String returns the string representation

func (*StartMatchBackfillInput) Validate

func (s *StartMatchBackfillInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StartMatchBackfillOutput

type StartMatchBackfillOutput struct {

	// Ticket representing the backfill matchmaking request. This object includes
	// the information in the request, ticket status, and match results as generated
	// during the matchmaking process.
	MatchmakingTicket *MatchmakingTicket `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (StartMatchBackfillOutput) GoString

func (s StartMatchBackfillOutput) GoString() string

GoString returns the string representation

func (*StartMatchBackfillOutput) SetMatchmakingTicket

SetMatchmakingTicket sets the MatchmakingTicket field's value.

func (StartMatchBackfillOutput) String

func (s StartMatchBackfillOutput) String() string

String returns the string representation

type StartMatchmakingInput

type StartMatchmakingInput struct {

	// Name of the matchmaking configuration to use for this request. Matchmaking
	// configurations must exist in the same Region as this request. You can use
	// either the configuration name or ARN value.
	//
	// ConfigurationName is a required field
	ConfigurationName *string `min:"1" type:"string" required:"true"`

	// Information on each player to be matched. This information must include a
	// player ID, and may contain player attributes and latency data to be used
	// in the matchmaking process. After a successful match, Player objects contain
	// the name of the team the player is assigned to.
	//
	// Players is a required field
	Players []*Player `type:"list" required:"true"`

	// A unique identifier for a matchmaking ticket. If no ticket ID is specified
	// here, Amazon GameLift will generate one in the form of a UUID. Use this identifier
	// to track the matchmaking ticket status and retrieve match results.
	TicketId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (StartMatchmakingInput) GoString

func (s StartMatchmakingInput) GoString() string

GoString returns the string representation

func (*StartMatchmakingInput) SetConfigurationName

func (s *StartMatchmakingInput) SetConfigurationName(v string) *StartMatchmakingInput

SetConfigurationName sets the ConfigurationName field's value.

func (*StartMatchmakingInput) SetPlayers

func (s *StartMatchmakingInput) SetPlayers(v []*Player) *StartMatchmakingInput

SetPlayers sets the Players field's value.

func (*StartMatchmakingInput) SetTicketId

SetTicketId sets the TicketId field's value.

func (StartMatchmakingInput) String

func (s StartMatchmakingInput) String() string

String returns the string representation

func (*StartMatchmakingInput) Validate

func (s *StartMatchmakingInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StartMatchmakingOutput

type StartMatchmakingOutput struct {

	// 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"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (StartMatchmakingOutput) GoString

func (s StartMatchmakingOutput) GoString() string

GoString returns the string representation

func (*StartMatchmakingOutput) SetMatchmakingTicket

SetMatchmakingTicket sets the MatchmakingTicket field's value.

func (StartMatchmakingOutput) String

func (s StartMatchmakingOutput) String() string

String returns the string representation

type StopFleetActionsInput

type StopFleetActionsInput struct {

	// List of actions to suspend on the fleet.
	//
	// Actions is a required field
	Actions []*string `min:"1" type:"list" required:"true"`

	// A unique identifier for the fleet to stop actions on. You can use either
	// the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// The fleet location to stop fleet actions for. Specify a location in the form
	// of an AWS Region code, such as us-west-2.
	Location *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (StopFleetActionsInput) GoString

func (s StopFleetActionsInput) GoString() string

GoString returns the string representation

func (*StopFleetActionsInput) SetActions

func (s *StopFleetActionsInput) SetActions(v []*string) *StopFleetActionsInput

SetActions sets the Actions field's value.

func (*StopFleetActionsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*StopFleetActionsInput) SetLocation

SetLocation sets the Location field's value.

func (StopFleetActionsInput) String

func (s StopFleetActionsInput) String() string

String returns the string representation

func (*StopFleetActionsInput) Validate

func (s *StopFleetActionsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StopFleetActionsOutput

type StopFleetActionsOutput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet to stop actions on.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (StopFleetActionsOutput) GoString

func (s StopFleetActionsOutput) GoString() string

GoString returns the string representation

func (*StopFleetActionsOutput) SetFleetArn

SetFleetArn sets the FleetArn field's value.

func (*StopFleetActionsOutput) SetFleetId

SetFleetId sets the FleetId field's value.

func (StopFleetActionsOutput) String

func (s StopFleetActionsOutput) String() string

String returns the string representation

type StopGameSessionPlacementInput

type StopGameSessionPlacementInput struct {

	// A unique identifier for a game session placement to cancel.
	//
	// PlacementId is a required field
	PlacementId *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (StopGameSessionPlacementInput) GoString

GoString returns the string representation

func (*StopGameSessionPlacementInput) SetPlacementId

SetPlacementId sets the PlacementId field's value.

func (StopGameSessionPlacementInput) String

String returns the string representation

func (*StopGameSessionPlacementInput) Validate

func (s *StopGameSessionPlacementInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StopGameSessionPlacementOutput

type StopGameSessionPlacementOutput struct {

	// Object that describes the canceled game session placement, with CANCELLED
	// status and an end time stamp.
	GameSessionPlacement *GameSessionPlacement `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (StopGameSessionPlacementOutput) GoString

GoString returns the string representation

func (*StopGameSessionPlacementOutput) SetGameSessionPlacement

SetGameSessionPlacement sets the GameSessionPlacement field's value.

func (StopGameSessionPlacementOutput) String

String returns the string representation

type StopMatchmakingInput

type StopMatchmakingInput struct {

	// A unique identifier for a matchmaking ticket.
	//
	// TicketId is a required field
	TicketId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (StopMatchmakingInput) GoString

func (s StopMatchmakingInput) GoString() string

GoString returns the string representation

func (*StopMatchmakingInput) SetTicketId

SetTicketId sets the TicketId field's value.

func (StopMatchmakingInput) String

func (s StopMatchmakingInput) String() string

String returns the string representation

func (*StopMatchmakingInput) Validate

func (s *StopMatchmakingInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type StopMatchmakingOutput

type StopMatchmakingOutput struct {
	// contains filtered or unexported fields
}

func (StopMatchmakingOutput) GoString

func (s StopMatchmakingOutput) GoString() string

GoString returns the string representation

func (StopMatchmakingOutput) String

func (s StopMatchmakingOutput) String() string

String returns the string representation

type SuspendGameServerGroupInput

type SuspendGameServerGroupInput struct {

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// The activity to suspend for this game server group.
	//
	// SuspendActions is a required field
	SuspendActions []*string `min:"1" type:"list" required:"true"`
	// contains filtered or unexported fields
}

func (SuspendGameServerGroupInput) GoString

func (s SuspendGameServerGroupInput) GoString() string

GoString returns the string representation

func (*SuspendGameServerGroupInput) SetGameServerGroupName

func (s *SuspendGameServerGroupInput) SetGameServerGroupName(v string) *SuspendGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*SuspendGameServerGroupInput) SetSuspendActions

SetSuspendActions sets the SuspendActions field's value.

func (SuspendGameServerGroupInput) String

String returns the string representation

func (*SuspendGameServerGroupInput) Validate

func (s *SuspendGameServerGroupInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type SuspendGameServerGroupOutput

type SuspendGameServerGroupOutput struct {

	// An object that describes the game server group resource, with the SuspendedActions
	// property updated to reflect the suspended activity.
	GameServerGroup *GameServerGroup `type:"structure"`
	// contains filtered or unexported fields
}

func (SuspendGameServerGroupOutput) GoString

func (s SuspendGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*SuspendGameServerGroupOutput) SetGameServerGroup

SetGameServerGroup sets the GameServerGroup field's value.

func (SuspendGameServerGroupOutput) String

String returns the string representation

type Tag

type Tag struct {

	// The key for a developer-defined key:value pair for tagging an AWS resource.
	//
	// Key is a required field
	Key *string `min:"1" type:"string" required:"true"`

	// The value for a developer-defined key:value pair for tagging an AWS resource.
	//
	// Value is a required field
	Value *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

A label that can be assigned to a GameLift resource.

Learn more

Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference

AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/)

TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (Tag) GoString

func (s Tag) GoString() string

GoString returns the string representation

func (*Tag) SetKey

func (s *Tag) SetKey(v string) *Tag

SetKey sets the Key field's value.

func (*Tag) SetValue

func (s *Tag) SetValue(v string) *Tag

SetValue sets the Value field's value.

func (Tag) String

func (s Tag) String() string

String returns the string representation

func (*Tag) Validate

func (s *Tag) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type TagResourceInput

type TagResourceInput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to and uniquely identifies the GameLift resource that you
	// want to assign tags to. GameLift resource ARNs are included in the data object
	// for the resource, which can be retrieved by calling a List or Describe operation
	// for the resource type.
	//
	// ResourceARN is a required field
	ResourceARN *string `min:"1" type:"string" required:"true"`

	// A list of one or more tags to assign to the specified GameLift resource.
	// Tags are developer-defined and structured as key-value pairs. The maximum
	// tag limit may be lower than stated. See Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html)
	// for actual tagging limits.
	//
	// Tags is a required field
	Tags []*Tag `type:"list" required:"true"`
	// contains filtered or unexported fields
}

func (TagResourceInput) GoString

func (s TagResourceInput) GoString() string

GoString returns the string representation

func (*TagResourceInput) SetResourceARN

func (s *TagResourceInput) SetResourceARN(v string) *TagResourceInput

SetResourceARN sets the ResourceARN field's value.

func (*TagResourceInput) SetTags

func (s *TagResourceInput) SetTags(v []*Tag) *TagResourceInput

SetTags sets the Tags field's value.

func (TagResourceInput) String

func (s TagResourceInput) String() string

String returns the string representation

func (*TagResourceInput) Validate

func (s *TagResourceInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type TagResourceOutput

type TagResourceOutput struct {
	// contains filtered or unexported fields
}

func (TagResourceOutput) GoString

func (s TagResourceOutput) GoString() string

GoString returns the string representation

func (TagResourceOutput) String

func (s TagResourceOutput) String() string

String returns the string representation

type TaggingFailedException

type TaggingFailedException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

func (*TaggingFailedException) Code

func (s *TaggingFailedException) Code() string

Code returns the exception type name.

func (*TaggingFailedException) Error

func (s *TaggingFailedException) Error() string

func (TaggingFailedException) GoString

func (s TaggingFailedException) GoString() string

GoString returns the string representation

func (*TaggingFailedException) Message

func (s *TaggingFailedException) Message() string

Message returns the exception's message.

func (*TaggingFailedException) OrigErr

func (s *TaggingFailedException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*TaggingFailedException) RequestID

func (s *TaggingFailedException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*TaggingFailedException) StatusCode

func (s *TaggingFailedException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (TaggingFailedException) String

func (s TaggingFailedException) String() string

String returns the string representation

type TargetConfiguration

type TargetConfiguration struct {

	// Desired value to use with a target-based scaling policy. The value must be
	// relevant for whatever metric the scaling policy is using. For example, in
	// a policy using the metric PercentAvailableGameSessions, the target value
	// should be the preferred size of the fleet's buffer (the percent of capacity
	// that should be idle and ready for new game sessions).
	//
	// TargetValue is a required field
	TargetValue *float64 `type:"double" required:"true"`
	// contains filtered or unexported fields
}

Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (TargetConfiguration) GoString

func (s TargetConfiguration) GoString() string

GoString returns the string representation

func (*TargetConfiguration) SetTargetValue

func (s *TargetConfiguration) SetTargetValue(v float64) *TargetConfiguration

SetTargetValue sets the TargetValue field's value.

func (TargetConfiguration) String

func (s TargetConfiguration) String() string

String returns the string representation

func (*TargetConfiguration) Validate

func (s *TargetConfiguration) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type TargetTrackingConfiguration

type TargetTrackingConfiguration struct {

	// Desired value to use with a game server group target-based scaling policy.
	//
	// TargetValue is a required field
	TargetValue *float64 `type:"double" required:"true"`
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups.

Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

func (TargetTrackingConfiguration) GoString

func (s TargetTrackingConfiguration) GoString() string

GoString returns the string representation

func (*TargetTrackingConfiguration) SetTargetValue

SetTargetValue sets the TargetValue field's value.

func (TargetTrackingConfiguration) String

String returns the string representation

func (*TargetTrackingConfiguration) Validate

func (s *TargetTrackingConfiguration) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type TerminalRoutingStrategyException

type TerminalRoutingStrategyException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

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.

func (*TerminalRoutingStrategyException) Code

Code returns the exception type name.

func (*TerminalRoutingStrategyException) Error

func (TerminalRoutingStrategyException) GoString

GoString returns the string representation

func (*TerminalRoutingStrategyException) Message

Message returns the exception's message.

func (*TerminalRoutingStrategyException) OrigErr

OrigErr always returns nil, satisfies awserr.Error interface.

func (*TerminalRoutingStrategyException) RequestID

RequestID returns the service's response RequestID for request.

func (*TerminalRoutingStrategyException) StatusCode

func (s *TerminalRoutingStrategyException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (TerminalRoutingStrategyException) String

String returns the string representation

type UnauthorizedException

type UnauthorizedException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

The client failed authentication. Clients should not retry such requests.

func (*UnauthorizedException) Code

func (s *UnauthorizedException) Code() string

Code returns the exception type name.

func (*UnauthorizedException) Error

func (s *UnauthorizedException) Error() string

func (UnauthorizedException) GoString

func (s UnauthorizedException) GoString() string

GoString returns the string representation

func (*UnauthorizedException) Message

func (s *UnauthorizedException) Message() string

Message returns the exception's message.

func (*UnauthorizedException) OrigErr

func (s *UnauthorizedException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*UnauthorizedException) RequestID

func (s *UnauthorizedException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*UnauthorizedException) StatusCode

func (s *UnauthorizedException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (UnauthorizedException) String

func (s UnauthorizedException) String() string

String returns the string representation

type UnsupportedRegionException

type UnsupportedRegionException struct {
	RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"`

	Message_ *string `locationName:"Message" min:"1" type:"string"`
	// contains filtered or unexported fields
}

The requested operation is not supported in the Region specified.

func (*UnsupportedRegionException) Code

Code returns the exception type name.

func (*UnsupportedRegionException) Error

func (UnsupportedRegionException) GoString

func (s UnsupportedRegionException) GoString() string

GoString returns the string representation

func (*UnsupportedRegionException) Message

func (s *UnsupportedRegionException) Message() string

Message returns the exception's message.

func (*UnsupportedRegionException) OrigErr

func (s *UnsupportedRegionException) OrigErr() error

OrigErr always returns nil, satisfies awserr.Error interface.

func (*UnsupportedRegionException) RequestID

func (s *UnsupportedRegionException) RequestID() string

RequestID returns the service's response RequestID for request.

func (*UnsupportedRegionException) StatusCode

func (s *UnsupportedRegionException) StatusCode() int

Status code returns the HTTP status code for the request's response error.

func (UnsupportedRegionException) String

String returns the string representation

type UntagResourceInput

type UntagResourceInput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to and uniquely identifies the GameLift resource that you
	// want to remove tags from. GameLift resource ARNs are included in the data
	// object for the resource, which can be retrieved by calling a List or Describe
	// operation for the resource type.
	//
	// ResourceARN is a required field
	ResourceARN *string `min:"1" type:"string" required:"true"`

	// A list of one or more tag keys to remove from the specified GameLift resource.
	// An AWS resource can have only one tag with a specific tag key, so specifying
	// the tag key identifies which tag to remove.
	//
	// TagKeys is a required field
	TagKeys []*string `type:"list" required:"true"`
	// contains filtered or unexported fields
}

func (UntagResourceInput) GoString

func (s UntagResourceInput) GoString() string

GoString returns the string representation

func (*UntagResourceInput) SetResourceARN

func (s *UntagResourceInput) SetResourceARN(v string) *UntagResourceInput

SetResourceARN sets the ResourceARN field's value.

func (*UntagResourceInput) SetTagKeys

func (s *UntagResourceInput) SetTagKeys(v []*string) *UntagResourceInput

SetTagKeys sets the TagKeys field's value.

func (UntagResourceInput) String

func (s UntagResourceInput) String() string

String returns the string representation

func (*UntagResourceInput) Validate

func (s *UntagResourceInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UntagResourceOutput

type UntagResourceOutput struct {
	// contains filtered or unexported fields
}

func (UntagResourceOutput) GoString

func (s UntagResourceOutput) GoString() string

GoString returns the string representation

func (UntagResourceOutput) String

func (s UntagResourceOutput) String() string

String returns the string representation

type UpdateAliasInput

type UpdateAliasInput struct {

	// A unique identifier for the alias that you want to update. You can use either
	// the alias ID or ARN value.
	//
	// AliasId is a required field
	AliasId *string `type:"string" required:"true"`

	// A human-readable description of the alias.
	Description *string `min:"1" type:"string"`

	// A descriptive label that is associated with an alias. Alias names do not
	// need to be unique.
	Name *string `min:"1" type:"string"`

	// The routing configuration, including routing type and fleet target, for the
	// alias.
	RoutingStrategy *RoutingStrategy `type:"structure"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (UpdateAliasInput) GoString

func (s UpdateAliasInput) GoString() string

GoString returns the string representation

func (*UpdateAliasInput) SetAliasId

func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput

SetAliasId sets the AliasId field's value.

func (*UpdateAliasInput) SetDescription

func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput

SetDescription sets the Description field's value.

func (*UpdateAliasInput) SetName

func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput

SetName sets the Name field's value.

func (*UpdateAliasInput) SetRoutingStrategy

func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput

SetRoutingStrategy sets the RoutingStrategy field's value.

func (UpdateAliasInput) String

func (s UpdateAliasInput) String() string

String returns the string representation

func (*UpdateAliasInput) Validate

func (s *UpdateAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateAliasOutput

type UpdateAliasOutput struct {

	// The updated alias resource.
	Alias *Alias `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (UpdateAliasOutput) GoString

func (s UpdateAliasOutput) GoString() string

GoString returns the string representation

func (*UpdateAliasOutput) SetAlias

func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput

SetAlias sets the Alias field's value.

func (UpdateAliasOutput) String

func (s UpdateAliasOutput) String() string

String returns the string representation

type UpdateBuildInput

type UpdateBuildInput struct {

	// A unique identifier for the build to update. You can use either the build
	// ID or ARN value.
	//
	// BuildId is a required field
	BuildId *string `type:"string" required:"true"`

	// A descriptive label that is associated with a build. Build names do not need
	// to be unique.
	Name *string `min:"1" type:"string"`

	// Version information that is associated with a build or script. Version strings
	// do not need to be unique.
	Version *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (UpdateBuildInput) GoString

func (s UpdateBuildInput) GoString() string

GoString returns the string representation

func (*UpdateBuildInput) SetBuildId

func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput

SetBuildId sets the BuildId field's value.

func (*UpdateBuildInput) SetName

func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput

SetName sets the Name field's value.

func (*UpdateBuildInput) SetVersion

func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput

SetVersion sets the Version field's value.

func (UpdateBuildInput) String

func (s UpdateBuildInput) String() string

String returns the string representation

func (*UpdateBuildInput) Validate

func (s *UpdateBuildInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateBuildOutput

type UpdateBuildOutput struct {

	// The updated build resource.
	Build *Build `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (UpdateBuildOutput) GoString

func (s UpdateBuildOutput) GoString() string

GoString returns the string representation

func (*UpdateBuildOutput) SetBuild

func (s *UpdateBuildOutput) SetBuild(v *Build) *UpdateBuildOutput

SetBuild sets the Build field's value.

func (UpdateBuildOutput) String

func (s UpdateBuildOutput) String() string

String returns the string representation

type UpdateFleetAttributesInput

type UpdateFleetAttributesInput struct {

	// A human-readable description of a fleet.
	Description *string `min:"1" type:"string"`

	// A unique identifier for the fleet to update attribute metadata for. You can
	// use either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// The name of a metric group to add this fleet to. Use a metric group in Amazon
	// CloudWatch to aggregate the metrics from multiple fleets. Provide an existing
	// metric group name, or create a new metric group by providing a new name.
	// A fleet can only be in one metric group at a time.
	MetricGroups []*string `type:"list"`

	// A descriptive label that is associated with a fleet. Fleet names do not need
	// to be unique.
	Name *string `min:"1" type:"string"`

	// The game session protection policy to apply to all new instances created
	// in this fleet. Instances that already exist are not affected. You can set
	// protection for individual instances using UpdateGameSession.
	//
	//    * NoProtection -- The game session can be terminated during a scale-down
	//    event.
	//
	//    * FullProtection -- If the game session is in an ACTIVE status, it cannot
	//    be terminated during a scale-down event.
	NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`

	// Policy settings that limit the number of game sessions an individual player
	// can create over a span of time.
	ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (UpdateFleetAttributesInput) GoString

func (s UpdateFleetAttributesInput) GoString() string

GoString returns the string representation

func (*UpdateFleetAttributesInput) SetDescription

SetDescription sets the Description field's value.

func (*UpdateFleetAttributesInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*UpdateFleetAttributesInput) SetMetricGroups

SetMetricGroups sets the MetricGroups field's value.

func (*UpdateFleetAttributesInput) SetName

SetName sets the Name field's value.

func (*UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy

func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput

SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.

func (*UpdateFleetAttributesInput) SetResourceCreationLimitPolicy

SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.

func (UpdateFleetAttributesInput) String

String returns the string representation

func (*UpdateFleetAttributesInput) Validate

func (s *UpdateFleetAttributesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateFleetAttributesOutput

type UpdateFleetAttributesOutput struct {

	// A unique identifier for the fleet that was updated.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (UpdateFleetAttributesOutput) GoString

func (s UpdateFleetAttributesOutput) GoString() string

GoString returns the string representation

func (*UpdateFleetAttributesOutput) SetFleetId

SetFleetId sets the FleetId field's value.

func (UpdateFleetAttributesOutput) String

String returns the string representation

type UpdateFleetCapacityInput

type UpdateFleetCapacityInput struct {

	// The number of EC2 instances you want to maintain in the specified fleet location.
	// This value must fall between the minimum and maximum size limits.
	DesiredInstances *int64 `type:"integer"`

	// A unique identifier for the fleet to update capacity settings for. You can
	// use either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// The name of a remote location to update fleet capacity settings for, in the
	// form of an AWS Region code such as us-west-2.
	Location *string `min:"1" type:"string"`

	// The maximum number of instances that are allowed in the specified fleet location.
	// If this parameter is not set, the default is 1.
	MaxSize *int64 `type:"integer"`

	// The minimum number of instances that are allowed in the specified fleet location.
	// If this parameter is not set, the default is 0.
	MinSize *int64 `type:"integer"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (UpdateFleetCapacityInput) GoString

func (s UpdateFleetCapacityInput) GoString() string

GoString returns the string representation

func (*UpdateFleetCapacityInput) SetDesiredInstances

func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput

SetDesiredInstances sets the DesiredInstances field's value.

func (*UpdateFleetCapacityInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*UpdateFleetCapacityInput) SetLocation

SetLocation sets the Location field's value.

func (*UpdateFleetCapacityInput) SetMaxSize

SetMaxSize sets the MaxSize field's value.

func (*UpdateFleetCapacityInput) SetMinSize

SetMinSize sets the MinSize field's value.

func (UpdateFleetCapacityInput) String

func (s UpdateFleetCapacityInput) String() string

String returns the string representation

func (*UpdateFleetCapacityInput) Validate

func (s *UpdateFleetCapacityInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateFleetCapacityOutput

type UpdateFleetCapacityOutput struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift fleet resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet that was updated.
	FleetId *string `type:"string"`

	// The remote location being updated, expressed as an AWS Region code, such
	// as us-west-2.
	Location *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (UpdateFleetCapacityOutput) GoString

func (s UpdateFleetCapacityOutput) GoString() string

GoString returns the string representation

func (*UpdateFleetCapacityOutput) SetFleetArn

SetFleetArn sets the FleetArn field's value.

func (*UpdateFleetCapacityOutput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*UpdateFleetCapacityOutput) SetLocation

SetLocation sets the Location field's value.

func (UpdateFleetCapacityOutput) String

func (s UpdateFleetCapacityOutput) String() string

String returns the string representation

type UpdateFleetPortSettingsInput

type UpdateFleetPortSettingsInput struct {

	// A unique identifier for the fleet to update port settings for. You can use
	// either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// A collection of port settings to be added to the fleet resource.
	InboundPermissionAuthorizations []*IpPermission `type:"list"`

	// A collection of port settings to be removed from the fleet resource.
	InboundPermissionRevocations []*IpPermission `type:"list"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (UpdateFleetPortSettingsInput) GoString

func (s UpdateFleetPortSettingsInput) GoString() string

GoString returns the string representation

func (*UpdateFleetPortSettingsInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations

func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput

SetInboundPermissionAuthorizations sets the InboundPermissionAuthorizations field's value.

func (*UpdateFleetPortSettingsInput) SetInboundPermissionRevocations

func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput

SetInboundPermissionRevocations sets the InboundPermissionRevocations field's value.

func (UpdateFleetPortSettingsInput) String

String returns the string representation

func (*UpdateFleetPortSettingsInput) Validate

func (s *UpdateFleetPortSettingsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateFleetPortSettingsOutput

type UpdateFleetPortSettingsOutput struct {

	// A unique identifier for the fleet that was updated.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (UpdateFleetPortSettingsOutput) GoString

GoString returns the string representation

func (*UpdateFleetPortSettingsOutput) SetFleetId

SetFleetId sets the FleetId field's value.

func (UpdateFleetPortSettingsOutput) String

String returns the string representation

type UpdateGameServerGroupInput

type UpdateGameServerGroupInput struct {

	// Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand
	// Instances in the game server group. Method options include the following:
	//
	//    * SPOT_ONLY - Only Spot Instances are used in the game server group. If
	//    Spot Instances are unavailable or not viable for game hosting, the game
	//    server group provides no hosting capacity until Spot Instances can again
	//    be used. Until then, no new instances are started, and the existing nonviable
	//    Spot Instances are terminated (after current gameplay ends) and are not
	//    replaced.
	//
	//    * SPOT_PREFERRED - (default value) Spot Instances are used whenever available
	//    in the game server group. If Spot Instances are unavailable, the game
	//    server group continues to provide hosting capacity by falling back to
	//    On-Demand Instances. Existing nonviable Spot Instances are terminated
	//    (after current gameplay ends) and are replaced with new On-Demand Instances.
	//
	//    * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server
	//    group. No Spot Instances are used, even when available, while this balancing
	//    strategy is in force.
	BalancingStrategy *string `type:"string" enum:"BalancingStrategy"`

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// A flag that indicates whether instances in the game server group are protected
	// from early termination. Unprotected instances that have active game servers
	// running might be terminated during a scale-down event, causing players to
	// be dropped from the game. Protected instances cannot be terminated while
	// there are active game servers running except in the event of a forced game
	// server group deletion (see ). An exception to this is with Spot Instances,
	// which can be terminated by AWS regardless of protection status. This property
	// is set to NO_PROTECTION by default.
	GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"`

	// An updated list of EC2 instance types to use in the Auto Scaling group. The
	// instance definitions must specify at least two different instance types that
	// are supported by GameLift FleetIQ. This updated list replaces the entire
	// current list of instance definitions for the game server group. For more
	// information on instance types, see EC2 Instance Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html)
	// in the Amazon EC2 User Guide. You can optionally specify capacity weighting
	// for each instance type. If no weight value is specified for an instance type,
	// it is set to the default value "1". For more information about capacity weighting,
	// see Instance Weighting for Amazon EC2 Auto Scaling (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html)
	// in the Amazon EC2 Auto Scaling User Guide.
	InstanceDefinitions []*InstanceDefinition `min:"2" type:"list"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling
	// groups.
	RoleArn *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

func (UpdateGameServerGroupInput) GoString

func (s UpdateGameServerGroupInput) GoString() string

GoString returns the string representation

func (*UpdateGameServerGroupInput) SetBalancingStrategy

func (s *UpdateGameServerGroupInput) SetBalancingStrategy(v string) *UpdateGameServerGroupInput

SetBalancingStrategy sets the BalancingStrategy field's value.

func (*UpdateGameServerGroupInput) SetGameServerGroupName

func (s *UpdateGameServerGroupInput) SetGameServerGroupName(v string) *UpdateGameServerGroupInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*UpdateGameServerGroupInput) SetGameServerProtectionPolicy

func (s *UpdateGameServerGroupInput) SetGameServerProtectionPolicy(v string) *UpdateGameServerGroupInput

SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value.

func (*UpdateGameServerGroupInput) SetInstanceDefinitions

SetInstanceDefinitions sets the InstanceDefinitions field's value.

func (*UpdateGameServerGroupInput) SetRoleArn

SetRoleArn sets the RoleArn field's value.

func (UpdateGameServerGroupInput) String

String returns the string representation

func (*UpdateGameServerGroupInput) Validate

func (s *UpdateGameServerGroupInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateGameServerGroupOutput

type UpdateGameServerGroupOutput struct {

	// An object that describes the game server group resource with updated properties.
	GameServerGroup *GameServerGroup `type:"structure"`
	// contains filtered or unexported fields
}

func (UpdateGameServerGroupOutput) GoString

func (s UpdateGameServerGroupOutput) GoString() string

GoString returns the string representation

func (*UpdateGameServerGroupOutput) SetGameServerGroup

SetGameServerGroup sets the GameServerGroup field's value.

func (UpdateGameServerGroupOutput) String

String returns the string representation

type UpdateGameServerInput

type UpdateGameServerInput struct {

	// A set of custom game server properties, formatted as a single string value.
	// This data is passed to a game client or service when it requests information
	// on game servers using ListGameServers or ClaimGameServer.
	GameServerData *string `min:"1" type:"string"`

	// A unique identifier for the game server group where the game server is running.
	// Use either the GameServerGroup name or ARN value.
	//
	// GameServerGroupName is a required field
	GameServerGroupName *string `min:"1" type:"string" required:"true"`

	// A custom string that uniquely identifies the game server to update.
	//
	// GameServerId is a required field
	GameServerId *string `min:"3" type:"string" required:"true"`

	// Indicates health status of the game server. A request that includes this
	// parameter updates the game server's LastHealthCheckTime timestamp.
	HealthCheck *string `type:"string" enum:"GameServerHealthCheck"`

	// Indicates whether the game server is available or is currently hosting gameplay.
	UtilizationStatus *string `type:"string" enum:"GameServerUtilizationStatus"`
	// contains filtered or unexported fields
}

func (UpdateGameServerInput) GoString

func (s UpdateGameServerInput) GoString() string

GoString returns the string representation

func (*UpdateGameServerInput) SetGameServerData

func (s *UpdateGameServerInput) SetGameServerData(v string) *UpdateGameServerInput

SetGameServerData sets the GameServerData field's value.

func (*UpdateGameServerInput) SetGameServerGroupName

func (s *UpdateGameServerInput) SetGameServerGroupName(v string) *UpdateGameServerInput

SetGameServerGroupName sets the GameServerGroupName field's value.

func (*UpdateGameServerInput) SetGameServerId

func (s *UpdateGameServerInput) SetGameServerId(v string) *UpdateGameServerInput

SetGameServerId sets the GameServerId field's value.

func (*UpdateGameServerInput) SetHealthCheck

func (s *UpdateGameServerInput) SetHealthCheck(v string) *UpdateGameServerInput

SetHealthCheck sets the HealthCheck field's value.

func (*UpdateGameServerInput) SetUtilizationStatus

func (s *UpdateGameServerInput) SetUtilizationStatus(v string) *UpdateGameServerInput

SetUtilizationStatus sets the UtilizationStatus field's value.

func (UpdateGameServerInput) String

func (s UpdateGameServerInput) String() string

String returns the string representation

func (*UpdateGameServerInput) Validate

func (s *UpdateGameServerInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateGameServerOutput

type UpdateGameServerOutput struct {

	// Object that describes the newly updated game server.
	GameServer *GameServer `type:"structure"`
	// contains filtered or unexported fields
}

func (UpdateGameServerOutput) GoString

func (s UpdateGameServerOutput) GoString() string

GoString returns the string representation

func (*UpdateGameServerOutput) SetGameServer

SetGameServer sets the GameServer field's value.

func (UpdateGameServerOutput) String

func (s UpdateGameServerOutput) String() string

String returns the string representation

type UpdateGameSessionInput

type UpdateGameSessionInput struct {

	// A unique identifier for the game session to update.
	//
	// GameSessionId is a required field
	GameSessionId *string `min:"1" type:"string" required:"true"`

	// The maximum number of players that can be connected simultaneously to the
	// game session.
	MaximumPlayerSessionCount *int64 `type:"integer"`

	// A descriptive label that is associated with a game session. Session names
	// do not need to be unique.
	Name *string `min:"1" type:"string"`

	// A policy that determines whether the game session is accepting new players.
	PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"`

	// Game session protection policy to apply to this game session only.
	//
	//    * NoProtection -- The game session can be terminated during a scale-down
	//    event.
	//
	//    * FullProtection -- If the game session is in an ACTIVE status, it cannot
	//    be terminated during a scale-down event.
	ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (UpdateGameSessionInput) GoString

func (s UpdateGameSessionInput) GoString() string

GoString returns the string representation

func (*UpdateGameSessionInput) SetGameSessionId

func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput

SetGameSessionId sets the GameSessionId field's value.

func (*UpdateGameSessionInput) SetMaximumPlayerSessionCount

func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput

SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.

func (*UpdateGameSessionInput) SetName

SetName sets the Name field's value.

func (*UpdateGameSessionInput) SetPlayerSessionCreationPolicy

func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput

SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value.

func (*UpdateGameSessionInput) SetProtectionPolicy

func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput

SetProtectionPolicy sets the ProtectionPolicy field's value.

func (UpdateGameSessionInput) String

func (s UpdateGameSessionInput) String() string

String returns the string representation

func (*UpdateGameSessionInput) Validate

func (s *UpdateGameSessionInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateGameSessionOutput

type UpdateGameSessionOutput struct {

	// The updated game session properties.
	GameSession *GameSession `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (UpdateGameSessionOutput) GoString

func (s UpdateGameSessionOutput) GoString() string

GoString returns the string representation

func (*UpdateGameSessionOutput) SetGameSession

SetGameSession sets the GameSession field's value.

func (UpdateGameSessionOutput) String

func (s UpdateGameSessionOutput) String() string

String returns the string representation

type UpdateGameSessionQueueInput

type UpdateGameSessionQueueInput struct {

	// Information to be added to all events that are related to this game session
	// queue.
	CustomEventData *string `type:"string"`

	// A list of fleets and/or fleet aliases that can be used to fulfill game session
	// placement requests in the queue. Destinations are identified by either a
	// fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
	// When updating this list, provide a complete list of destinations.
	Destinations []*GameSessionQueueDestination `type:"list"`

	// A list of locations where a queue is allowed to place new game sessions.
	// Locations are specified in the form of AWS Region codes, such as us-west-2.
	// If this parameter is not set, game sessions can be placed in any queue location.
	// To remove an existing filter configuration, pass in an empty set.
	FilterConfiguration *FilterConfiguration `type:"structure"`

	// A descriptive label that is associated with game session queue. Queue names
	// must be unique within each Region. You can use either the queue ID or ARN
	// value.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`

	// An SNS topic ARN that is set up to receive game session placement notifications.
	// See Setting up notifications for game session placement (https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html).
	NotificationTarget *string `type:"string"`

	// A set of policies that act as a sliding cap on player latency. FleetIQ works
	// to deliver low latency for most players in a game session. These policies
	// ensure that no individual player can be placed into a game with unreasonably
	// high latency. Use multiple policies to gradually relax latency requirements
	// a step at a time. Multiple policies are applied based on their maximum allowed
	// latency, starting with the lowest value. When updating policies, provide
	// a complete collection of policies.
	PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`

	// Custom settings to use when prioritizing destinations and locations for game
	// session placements. This configuration replaces the FleetIQ default prioritization
	// process. Priority types that are not explicitly named will be automatically
	// applied at the end of the prioritization process. To remove an existing priority
	// configuration, pass in an empty set.
	PriorityConfiguration *PriorityConfiguration `type:"structure"`

	// The maximum time, in seconds, that a new game session placement request remains
	// in the queue. When a request exceeds this time, the game session placement
	// changes to a TIMED_OUT status.
	TimeoutInSeconds *int64 `type:"integer"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (UpdateGameSessionQueueInput) GoString

func (s UpdateGameSessionQueueInput) GoString() string

GoString returns the string representation

func (*UpdateGameSessionQueueInput) SetCustomEventData

SetCustomEventData sets the CustomEventData field's value.

func (*UpdateGameSessionQueueInput) SetDestinations

SetDestinations sets the Destinations field's value.

func (*UpdateGameSessionQueueInput) SetFilterConfiguration

SetFilterConfiguration sets the FilterConfiguration field's value.

func (*UpdateGameSessionQueueInput) SetName

SetName sets the Name field's value.

func (*UpdateGameSessionQueueInput) SetNotificationTarget

func (s *UpdateGameSessionQueueInput) SetNotificationTarget(v string) *UpdateGameSessionQueueInput

SetNotificationTarget sets the NotificationTarget field's value.

func (*UpdateGameSessionQueueInput) SetPlayerLatencyPolicies

SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.

func (*UpdateGameSessionQueueInput) SetPriorityConfiguration

SetPriorityConfiguration sets the PriorityConfiguration field's value.

func (*UpdateGameSessionQueueInput) SetTimeoutInSeconds

SetTimeoutInSeconds sets the TimeoutInSeconds field's value.

func (UpdateGameSessionQueueInput) String

String returns the string representation

func (*UpdateGameSessionQueueInput) Validate

func (s *UpdateGameSessionQueueInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateGameSessionQueueOutput

type UpdateGameSessionQueueOutput struct {

	// An object that describes the newly updated game session queue.
	GameSessionQueue *GameSessionQueue `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (UpdateGameSessionQueueOutput) GoString

func (s UpdateGameSessionQueueOutput) GoString() string

GoString returns the string representation

func (*UpdateGameSessionQueueOutput) SetGameSessionQueue

SetGameSessionQueue sets the GameSessionQueue field's value.

func (UpdateGameSessionQueueOutput) String

String returns the string representation

type UpdateMatchmakingConfigurationInput

type UpdateMatchmakingConfigurationInput struct {

	// A flag that indicates whether a match that was created with this configuration
	// must be accepted by the matched players. To require acceptance, set to TRUE.
	// With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE
	// to indicate when a completed potential match is waiting for player acceptance.
	AcceptanceRequired *bool `type:"boolean"`

	// The length of time (in seconds) to wait for players to accept a proposed
	// match, if acceptance is required.
	AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"`

	// The number of player slots in a match to keep open for future players. For
	// example, if the configuration's rule set specifies a match for a single 12-person
	// team, and the additional player count is set to 2, only 10 players are selected
	// for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.
	AdditionalPlayerCount *int64 `type:"integer"`

	// The method that is used to backfill game sessions created with this matchmaking
	// configuration. Specify MANUAL when your game manages backfill requests manually
	// or does not use the match backfill feature. Specify AUTOMATIC to have GameLift
	// create a StartMatchBackfill request whenever a game session has one or more
	// open slots. Learn more about manual and automatic backfill in Backfill Existing
	// Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html).
	// Automatic backfill is not available when FlexMatchMode is set to STANDALONE.
	BackfillMode *string `type:"string" enum:"BackfillMode"`

	// Information to add to all events related to the matchmaking configuration.
	CustomEventData *string `type:"string"`

	// A descriptive label that is associated with matchmaking configuration.
	Description *string `min:"1" type:"string"`

	// Indicates whether this matchmaking configuration is being used with GameLift
	// hosting or as a standalone matchmaking solution.
	//
	//    * STANDALONE - FlexMatch forms matches and returns match information,
	//    including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded)
	//    event.
	//
	//    * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift
	//    queue to start a game session for the match.
	FlexMatchMode *string `type:"string" enum:"FlexMatchMode"`

	// A set of custom properties for a game session, formatted as key:value pairs.
	// These properties are passed to a game server process in the GameSession object
	// with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	// This information is added to the new GameSession object that is created for
	// a successful match. This parameter is not used if FlexMatchMode is set to
	// STANDALONE.
	GameProperties []*GameProperty `type:"list"`

	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession object with
	// a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	// This information is added to the new GameSession object that is created for
	// a successful match. This parameter is not used if FlexMatchMode is set to
	// STANDALONE.
	GameSessionData *string `min:"1" type:"string"`

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// that is assigned to a GameLift game session queue resource and uniquely identifies
	// it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue
	// name>. Queues can be located in any Region. Queues are used to start new
	// GameLift-hosted game sessions for matches that are created with this matchmaking
	// configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
	GameSessionQueueArns []*string `type:"list"`

	// A unique identifier for the matchmaking configuration to update. You can
	// use either the configuration name or ARN value.
	//
	// Name is a required field
	Name *string `min:"1" type:"string" required:"true"`

	// An SNS topic ARN that is set up to receive matchmaking notifications. See
	// Setting up notifications for matchmaking (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html)
	// for more information.
	NotificationTarget *string `type:"string"`

	// The maximum duration, in seconds, that a matchmaking ticket can remain in
	// process before timing out. Requests that fail due to timing out can be resubmitted
	// as needed.
	RequestTimeoutSeconds *int64 `min:"1" type:"integer"`

	// A unique identifier for the matchmaking rule set to use with this configuration.
	// You can use either the rule set name or ARN value. A matchmaking configuration
	// can only use rule sets that are defined in the same Region.
	RuleSetName *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (UpdateMatchmakingConfigurationInput) GoString

GoString returns the string representation

func (*UpdateMatchmakingConfigurationInput) SetAcceptanceRequired

SetAcceptanceRequired sets the AcceptanceRequired field's value.

func (*UpdateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds

SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.

func (*UpdateMatchmakingConfigurationInput) SetAdditionalPlayerCount

SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.

func (*UpdateMatchmakingConfigurationInput) SetBackfillMode

SetBackfillMode sets the BackfillMode field's value.

func (*UpdateMatchmakingConfigurationInput) SetCustomEventData

SetCustomEventData sets the CustomEventData field's value.

func (*UpdateMatchmakingConfigurationInput) SetDescription

SetDescription sets the Description field's value.

func (*UpdateMatchmakingConfigurationInput) SetFlexMatchMode

SetFlexMatchMode sets the FlexMatchMode field's value.

func (*UpdateMatchmakingConfigurationInput) SetGameProperties

SetGameProperties sets the GameProperties field's value.

func (*UpdateMatchmakingConfigurationInput) SetGameSessionData

SetGameSessionData sets the GameSessionData field's value.

func (*UpdateMatchmakingConfigurationInput) SetGameSessionQueueArns

SetGameSessionQueueArns sets the GameSessionQueueArns field's value.

func (*UpdateMatchmakingConfigurationInput) SetName

SetName sets the Name field's value.

func (*UpdateMatchmakingConfigurationInput) SetNotificationTarget

SetNotificationTarget sets the NotificationTarget field's value.

func (*UpdateMatchmakingConfigurationInput) SetRequestTimeoutSeconds

SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.

func (*UpdateMatchmakingConfigurationInput) SetRuleSetName

SetRuleSetName sets the RuleSetName field's value.

func (UpdateMatchmakingConfigurationInput) String

String returns the string representation

func (*UpdateMatchmakingConfigurationInput) Validate

Validate inspects the fields of the type to determine if they are valid.

type UpdateMatchmakingConfigurationOutput

type UpdateMatchmakingConfigurationOutput struct {

	// The updated matchmaking configuration.
	Configuration *MatchmakingConfiguration `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (UpdateMatchmakingConfigurationOutput) GoString

GoString returns the string representation

func (*UpdateMatchmakingConfigurationOutput) SetConfiguration

SetConfiguration sets the Configuration field's value.

func (UpdateMatchmakingConfigurationOutput) String

String returns the string representation

type UpdateRuntimeConfigurationInput

type UpdateRuntimeConfigurationInput struct {

	// A unique identifier for the fleet to update runtime configuration for. You
	// can use either the fleet ID or ARN value.
	//
	// FleetId is a required field
	FleetId *string `type:"string" required:"true"`

	// Instructions for launching server processes on each instance in the fleet.
	// Server processes run either a custom game build executable or a Realtime
	// Servers script. The runtime configuration lists the types of server processes
	// to run on an instance, how to launch them, and the number of processes to
	// run concurrently.
	//
	// RuntimeConfiguration is a required field
	RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (UpdateRuntimeConfigurationInput) GoString

GoString returns the string representation

func (*UpdateRuntimeConfigurationInput) SetFleetId

SetFleetId sets the FleetId field's value.

func (*UpdateRuntimeConfigurationInput) SetRuntimeConfiguration

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (UpdateRuntimeConfigurationInput) String

String returns the string representation

func (*UpdateRuntimeConfigurationInput) Validate

func (s *UpdateRuntimeConfigurationInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateRuntimeConfigurationOutput

type UpdateRuntimeConfigurationOutput struct {

	// The runtime configuration currently in use by all instances in the fleet.
	// If the update was successful, all property changes are shown.
	RuntimeConfiguration *RuntimeConfiguration `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (UpdateRuntimeConfigurationOutput) GoString

GoString returns the string representation

func (*UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration

SetRuntimeConfiguration sets the RuntimeConfiguration field's value.

func (UpdateRuntimeConfigurationOutput) String

String returns the string representation

type UpdateScriptInput

type UpdateScriptInput struct {

	// A descriptive label that is associated with a script. Script names do not
	// need to be unique.
	Name *string `min:"1" type:"string"`

	// A unique identifier for the Realtime script to update. You can use either
	// the script ID or ARN value.
	//
	// ScriptId is a required field
	ScriptId *string `type:"string" required:"true"`

	// The location of the Amazon S3 bucket where a zipped file containing your
	// Realtime scripts is stored. The storage location must specify the Amazon
	// S3 bucket name, the zip file name (the "key"), and a role ARN that allows
	// Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must
	// be in the same Region where you want to create a new script. By default,
	// Amazon GameLift uploads the latest version of the zip file; if you have S3
	// object versioning turned on, you can use the ObjectVersion parameter to specify
	// an earlier version.
	StorageLocation *S3Location `type:"structure"`

	// Version information that is associated with a build or script. Version strings
	// do not need to be unique.
	Version *string `min:"1" type:"string"`

	// A data object containing your Realtime scripts and dependencies as a zip
	// file. The zip file can have one or multiple files. Maximum size of a zip
	// file is 5 MB.
	//
	// When using the AWS CLI tool to create a script, this parameter is set to
	// the zip file name. It must be prepended with the string "fileb://" to indicate
	// that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.
	//
	// ZipFile is automatically base64 encoded/decoded by the SDK.
	ZipFile []byte `type:"blob"`
	// contains filtered or unexported fields
}

func (UpdateScriptInput) GoString

func (s UpdateScriptInput) GoString() string

GoString returns the string representation

func (*UpdateScriptInput) SetName

SetName sets the Name field's value.

func (*UpdateScriptInput) SetScriptId

func (s *UpdateScriptInput) SetScriptId(v string) *UpdateScriptInput

SetScriptId sets the ScriptId field's value.

func (*UpdateScriptInput) SetStorageLocation

func (s *UpdateScriptInput) SetStorageLocation(v *S3Location) *UpdateScriptInput

SetStorageLocation sets the StorageLocation field's value.

func (*UpdateScriptInput) SetVersion

func (s *UpdateScriptInput) SetVersion(v string) *UpdateScriptInput

SetVersion sets the Version field's value.

func (*UpdateScriptInput) SetZipFile

func (s *UpdateScriptInput) SetZipFile(v []byte) *UpdateScriptInput

SetZipFile sets the ZipFile field's value.

func (UpdateScriptInput) String

func (s UpdateScriptInput) String() string

String returns the string representation

func (*UpdateScriptInput) Validate

func (s *UpdateScriptInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateScriptOutput

type UpdateScriptOutput struct {

	// The newly created script record with a unique script ID. The new script's
	// storage location reflects an Amazon S3 location: (1) If the script was uploaded
	// from an S3 bucket under your account, the storage location reflects the information
	// that was provided in the CreateScript request; (2) If the script file was
	// uploaded from a local zip file, the storage location reflects an S3 location
	// controls by the Amazon GameLift service.
	Script *Script `type:"structure"`
	// contains filtered or unexported fields
}

func (UpdateScriptOutput) GoString

func (s UpdateScriptOutput) GoString() string

GoString returns the string representation

func (*UpdateScriptOutput) SetScript

func (s *UpdateScriptOutput) SetScript(v *Script) *UpdateScriptOutput

SetScript sets the Script field's value.

func (UpdateScriptOutput) String

func (s UpdateScriptOutput) String() string

String returns the string representation

type ValidateMatchmakingRuleSetInput

type ValidateMatchmakingRuleSetInput struct {

	// A collection of matchmaking rules to validate, formatted as a JSON string.
	//
	// RuleSetBody is a required field
	RuleSetBody *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request operation.

func (ValidateMatchmakingRuleSetInput) GoString

GoString returns the string representation

func (*ValidateMatchmakingRuleSetInput) SetRuleSetBody

SetRuleSetBody sets the RuleSetBody field's value.

func (ValidateMatchmakingRuleSetInput) String

String returns the string representation

func (*ValidateMatchmakingRuleSetInput) Validate

func (s *ValidateMatchmakingRuleSetInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ValidateMatchmakingRuleSetOutput

type ValidateMatchmakingRuleSetOutput struct {

	// A response indicating whether the rule set is valid.
	Valid *bool `type:"boolean"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request operation.

func (ValidateMatchmakingRuleSetOutput) GoString

GoString returns the string representation

func (*ValidateMatchmakingRuleSetOutput) SetValid

SetValid sets the Valid field's value.

func (ValidateMatchmakingRuleSetOutput) String

String returns the string representation

type VpcPeeringAuthorization

type VpcPeeringAuthorization struct {

	// Time stamp indicating when this authorization was issued. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time `type:"timestamp"`

	// Time stamp indicating when this authorization expires (24 hours after issuance).
	// Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
	ExpirationTime *time.Time `type:"timestamp"`

	// A unique identifier for the AWS account that you use to manage your 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"`

	// A unique identifier for a VPC with resources to be accessed by your GameLift
	// fleet. The VPC must be in the same Region as your fleet. To look up a VPC
	// ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
	// Management Console. Learn more about VPC peering in VPC Peering with GameLift
	// Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
	PeerVpcId *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

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.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (VpcPeeringAuthorization) GoString

func (s VpcPeeringAuthorization) GoString() string

GoString returns the string representation

func (*VpcPeeringAuthorization) SetCreationTime

SetCreationTime sets the CreationTime field's value.

func (*VpcPeeringAuthorization) SetExpirationTime

func (s *VpcPeeringAuthorization) SetExpirationTime(v time.Time) *VpcPeeringAuthorization

SetExpirationTime sets the ExpirationTime field's value.

func (*VpcPeeringAuthorization) SetGameLiftAwsAccountId

func (s *VpcPeeringAuthorization) SetGameLiftAwsAccountId(v string) *VpcPeeringAuthorization

SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.

func (*VpcPeeringAuthorization) SetPeerVpcAwsAccountId

func (s *VpcPeeringAuthorization) SetPeerVpcAwsAccountId(v string) *VpcPeeringAuthorization

SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.

func (*VpcPeeringAuthorization) SetPeerVpcId

SetPeerVpcId sets the PeerVpcId field's value.

func (VpcPeeringAuthorization) String

func (s VpcPeeringAuthorization) String() string

String returns the string representation

type VpcPeeringConnection

type VpcPeeringConnection struct {

	// The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
	// associated with the GameLift fleet resource for this connection.
	FleetArn *string `type:"string"`

	// A unique identifier for the fleet. This ID determines the ID of the Amazon
	// GameLift VPC for your fleet.
	FleetId *string `type:"string"`

	// A unique identifier for the VPC that contains the Amazon GameLift fleet for
	// this connection. This VPC is managed by Amazon GameLift and does not appear
	// in your 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"`

	// A unique identifier for a VPC with resources to be accessed by your GameLift
	// fleet. The VPC must be in the same Region as your fleet. To look up a VPC
	// ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
	// Management Console. Learn more about VPC peering in VPC Peering with GameLift
	// Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
	PeerVpcId *string `min:"1" type:"string"`

	// The status information about the connection. Status indicates if a connection
	// is pending, successful, or failed.
	Status *VpcPeeringConnectionStatus `type:"structure"`

	// A unique identifier that is automatically assigned to the connection record.
	// This ID is referenced in VPC peering connection events, and is used when
	// deleting a connection with DeleteVpcPeeringConnection.
	VpcPeeringConnectionId *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

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.

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

func (VpcPeeringConnection) GoString

func (s VpcPeeringConnection) GoString() string

GoString returns the string representation

func (*VpcPeeringConnection) SetFleetArn

SetFleetArn sets the FleetArn field's value.

func (*VpcPeeringConnection) SetFleetId

SetFleetId sets the FleetId field's value.

func (*VpcPeeringConnection) SetGameLiftVpcId

func (s *VpcPeeringConnection) SetGameLiftVpcId(v string) *VpcPeeringConnection

SetGameLiftVpcId sets the GameLiftVpcId field's value.

func (*VpcPeeringConnection) SetIpV4CidrBlock

func (s *VpcPeeringConnection) SetIpV4CidrBlock(v string) *VpcPeeringConnection

SetIpV4CidrBlock sets the IpV4CidrBlock field's value.

func (*VpcPeeringConnection) SetPeerVpcId

func (s *VpcPeeringConnection) SetPeerVpcId(v string) *VpcPeeringConnection

SetPeerVpcId sets the PeerVpcId field's value.

func (*VpcPeeringConnection) SetStatus

SetStatus sets the Status field's value.

func (*VpcPeeringConnection) SetVpcPeeringConnectionId

func (s *VpcPeeringConnection) SetVpcPeeringConnectionId(v string) *VpcPeeringConnection

SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value.

func (VpcPeeringConnection) String

func (s VpcPeeringConnection) String() string

String returns the string representation

type VpcPeeringConnectionStatus

type VpcPeeringConnectionStatus struct {

	// 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"`
	// contains filtered or unexported fields
}

Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason (https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html)). Connection status information is also communicated as a fleet Event.

func (VpcPeeringConnectionStatus) GoString

func (s VpcPeeringConnectionStatus) GoString() string

GoString returns the string representation

func (*VpcPeeringConnectionStatus) SetCode

SetCode sets the Code field's value.

func (*VpcPeeringConnectionStatus) SetMessage

SetMessage sets the Message field's value.

func (VpcPeeringConnectionStatus) String

String returns the string representation

Directories

Path Synopsis
Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code.
Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code.

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