Documentation ¶
Overview ¶
Package gamelift provides a client for Amazon GameLift.
Index ¶
- Constants
- type Alias
- type AwsCredentials
- type Build
- type CreateAliasInput
- type CreateAliasOutput
- type CreateBuildInput
- type CreateBuildOutput
- type CreateFleetInput
- type CreateFleetOutput
- type CreateGameSessionInput
- type CreateGameSessionOutput
- type CreatePlayerSessionInput
- type CreatePlayerSessionOutput
- type CreatePlayerSessionsInput
- type CreatePlayerSessionsOutput
- type DeleteAliasInput
- type DeleteAliasOutput
- type DeleteBuildInput
- type DeleteBuildOutput
- type DeleteFleetInput
- type DeleteFleetOutput
- type DeleteScalingPolicyInput
- type DeleteScalingPolicyOutput
- type DescribeAliasInput
- type DescribeAliasOutput
- type DescribeBuildInput
- type DescribeBuildOutput
- type DescribeEC2InstanceLimitsInput
- type DescribeEC2InstanceLimitsOutput
- type DescribeFleetAttributesInput
- type DescribeFleetAttributesOutput
- type DescribeFleetCapacityInput
- type DescribeFleetCapacityOutput
- type DescribeFleetEventsInput
- type DescribeFleetEventsOutput
- type DescribeFleetPortSettingsInput
- type DescribeFleetPortSettingsOutput
- type DescribeFleetUtilizationInput
- type DescribeFleetUtilizationOutput
- type DescribeGameSessionDetailsInput
- type DescribeGameSessionDetailsOutput
- type DescribeGameSessionsInput
- type DescribeGameSessionsOutput
- type DescribePlayerSessionsInput
- type DescribePlayerSessionsOutput
- type DescribeRuntimeConfigurationInput
- type DescribeRuntimeConfigurationOutput
- type DescribeScalingPoliciesInput
- type DescribeScalingPoliciesOutput
- type EC2InstanceCounts
- type EC2InstanceLimit
- type Event
- type FleetAttributes
- type FleetCapacity
- type FleetUtilization
- type GameLift
- func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)
- func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)
- func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)
- func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)
- func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
- func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)
- func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
- func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)
- func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
- func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)
- func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)
- func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)
- func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)
- func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)
- func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)
- func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)
- func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
- func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)
- func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)
- func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)
- func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)
- func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)
- func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)
- func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)
- func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
- func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)
- func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
- func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)
- func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
- func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)
- func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
- func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)
- func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)
- func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)
- func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
- func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)
- func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
- func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)
- func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
- func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)
- func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
- func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)
- func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)
- func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)
- func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
- func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)
- func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
- func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)
- func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
- func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)
- func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
- func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)
- func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)
- func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)
- func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)
- func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)
- func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)
- func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)
- func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)
- func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)
- func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)
- func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput)
- func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)
- func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)
- func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)
- func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)
- func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)
- func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)
- func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)
- func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)
- func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)
- func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)
- func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)
- func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)
- func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)
- func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput)
- type GameProperty
- type GameSession
- type GameSessionDetail
- type GetGameSessionLogUrlInput
- type GetGameSessionLogUrlOutput
- type IpPermission
- type ListAliasesInput
- type ListAliasesOutput
- type ListBuildsInput
- type ListBuildsOutput
- type ListFleetsInput
- type ListFleetsOutput
- type PlayerSession
- type PutScalingPolicyInput
- type PutScalingPolicyOutput
- type RequestUploadCredentialsInput
- type RequestUploadCredentialsOutput
- type ResolveAliasInput
- type ResolveAliasOutput
- type RoutingStrategy
- type RuntimeConfiguration
- type S3Location
- type ScalingPolicy
- type SearchGameSessionsInput
- type SearchGameSessionsOutput
- type ServerProcess
- type UpdateAliasInput
- type UpdateAliasOutput
- type UpdateBuildInput
- type UpdateBuildOutput
- type UpdateFleetAttributesInput
- type UpdateFleetAttributesOutput
- type UpdateFleetCapacityInput
- type UpdateFleetCapacityOutput
- type UpdateFleetPortSettingsInput
- type UpdateFleetPortSettingsOutput
- type UpdateGameSessionInput
- type UpdateGameSessionOutput
- type UpdateRuntimeConfigurationInput
- type UpdateRuntimeConfigurationOutput
Examples ¶
- GameLift.CreateAlias
- GameLift.CreateBuild
- GameLift.CreateFleet
- GameLift.CreateGameSession
- GameLift.CreatePlayerSession
- GameLift.CreatePlayerSessions
- GameLift.DeleteAlias
- GameLift.DeleteBuild
- GameLift.DeleteFleet
- GameLift.DeleteScalingPolicy
- GameLift.DescribeAlias
- GameLift.DescribeBuild
- GameLift.DescribeEC2InstanceLimits
- GameLift.DescribeFleetAttributes
- GameLift.DescribeFleetCapacity
- GameLift.DescribeFleetEvents
- GameLift.DescribeFleetPortSettings
- GameLift.DescribeFleetUtilization
- GameLift.DescribeGameSessionDetails
- GameLift.DescribeGameSessions
- GameLift.DescribePlayerSessions
- GameLift.DescribeRuntimeConfiguration
- GameLift.DescribeScalingPolicies
- GameLift.GetGameSessionLogUrl
- GameLift.ListAliases
- GameLift.ListBuilds
- GameLift.ListFleets
- GameLift.PutScalingPolicy
- GameLift.RequestUploadCredentials
- GameLift.ResolveAlias
- GameLift.SearchGameSessions
- GameLift.UpdateAlias
- GameLift.UpdateBuild
- GameLift.UpdateFleetAttributes
- GameLift.UpdateFleetCapacity
- GameLift.UpdateFleetPortSettings
- GameLift.UpdateGameSession
- GameLift.UpdateRuntimeConfiguration
Constants ¶
const ( // @enum BuildStatus BuildStatusInitialized = "INITIALIZED" // @enum BuildStatus BuildStatusReady = "READY" // @enum BuildStatus BuildStatusFailed = "FAILED" )
const ( // @enum ComparisonOperatorType ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold" // @enum ComparisonOperatorType ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold" // @enum ComparisonOperatorType ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold" // @enum ComparisonOperatorType ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold" )
const ( // @enum EC2InstanceType EC2InstanceTypeT2Micro = "t2.micro" // @enum EC2InstanceType EC2InstanceTypeT2Small = "t2.small" // @enum EC2InstanceType EC2InstanceTypeT2Medium = "t2.medium" // @enum EC2InstanceType EC2InstanceTypeT2Large = "t2.large" // @enum EC2InstanceType EC2InstanceTypeC3Large = "c3.large" // @enum EC2InstanceType EC2InstanceTypeC3Xlarge = "c3.xlarge" // @enum EC2InstanceType EC2InstanceTypeC32xlarge = "c3.2xlarge" // @enum EC2InstanceType EC2InstanceTypeC34xlarge = "c3.4xlarge" // @enum EC2InstanceType EC2InstanceTypeC38xlarge = "c3.8xlarge" // @enum EC2InstanceType EC2InstanceTypeC4Large = "c4.large" // @enum EC2InstanceType EC2InstanceTypeC4Xlarge = "c4.xlarge" // @enum EC2InstanceType EC2InstanceTypeC42xlarge = "c4.2xlarge" // @enum EC2InstanceType EC2InstanceTypeC44xlarge = "c4.4xlarge" // @enum EC2InstanceType EC2InstanceTypeC48xlarge = "c4.8xlarge" // @enum EC2InstanceType EC2InstanceTypeR3Large = "r3.large" // @enum EC2InstanceType EC2InstanceTypeR3Xlarge = "r3.xlarge" // @enum EC2InstanceType EC2InstanceTypeR32xlarge = "r3.2xlarge" // @enum EC2InstanceType EC2InstanceTypeR34xlarge = "r3.4xlarge" // @enum EC2InstanceType EC2InstanceTypeR38xlarge = "r3.8xlarge" // @enum EC2InstanceType EC2InstanceTypeM3Medium = "m3.medium" // @enum EC2InstanceType EC2InstanceTypeM3Large = "m3.large" // @enum EC2InstanceType EC2InstanceTypeM3Xlarge = "m3.xlarge" // @enum EC2InstanceType EC2InstanceTypeM32xlarge = "m3.2xlarge" // @enum EC2InstanceType EC2InstanceTypeM4Large = "m4.large" // @enum EC2InstanceType EC2InstanceTypeM4Xlarge = "m4.xlarge" // @enum EC2InstanceType EC2InstanceTypeM42xlarge = "m4.2xlarge" // @enum EC2InstanceType EC2InstanceTypeM44xlarge = "m4.4xlarge" // @enum EC2InstanceType EC2InstanceTypeM410xlarge = "m4.10xlarge" )
const ( // @enum EventCode EventCodeGenericEvent = "GENERIC_EVENT" // @enum EventCode EventCodeFleetCreated = "FLEET_CREATED" // @enum EventCode EventCodeFleetDeleted = "FLEET_DELETED" // @enum EventCode EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT" // @enum EventCode EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING" // @enum EventCode EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING" // @enum EventCode EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING" // @enum EventCode EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING" // @enum EventCode EventCodeFleetStateActive = "FLEET_STATE_ACTIVE" // @enum EventCode EventCodeFleetStateError = "FLEET_STATE_ERROR" // @enum EventCode EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED" // @enum EventCode EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED" // @enum EventCode EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" // @enum EventCode EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" // @enum EventCode EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT" // @enum EventCode EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED" // @enum EventCode EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES" // @enum EventCode EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" )
const ( // @enum FleetStatus FleetStatusNew = "NEW" // @enum FleetStatus FleetStatusDownloading = "DOWNLOADING" // @enum FleetStatus FleetStatusValidating = "VALIDATING" // @enum FleetStatus FleetStatusBuilding = "BUILDING" // @enum FleetStatus FleetStatusActivating = "ACTIVATING" // @enum FleetStatus FleetStatusActive = "ACTIVE" // @enum FleetStatus FleetStatusDeleting = "DELETING" // @enum FleetStatus FleetStatusError = "ERROR" // @enum FleetStatus FleetStatusTerminated = "TERMINATED" )
const ( // @enum GameSessionStatus GameSessionStatusActive = "ACTIVE" // @enum GameSessionStatus GameSessionStatusActivating = "ACTIVATING" // @enum GameSessionStatus GameSessionStatusTerminated = "TERMINATED" // @enum GameSessionStatus GameSessionStatusTerminating = "TERMINATING" )
const ( // @enum IpProtocol IpProtocolTcp = "TCP" // @enum IpProtocol IpProtocolUdp = "UDP" )
const ( // @enum MetricName MetricNameActivatingGameSessions = "ActivatingGameSessions" // @enum MetricName MetricNameActiveGameSessions = "ActiveGameSessions" // @enum MetricName MetricNameActiveInstances = "ActiveInstances" // @enum MetricName MetricNameAvailablePlayerSessions = "AvailablePlayerSessions" // @enum MetricName MetricNameCurrentPlayerSessions = "CurrentPlayerSessions" // @enum MetricName MetricNameIdleInstances = "IdleInstances" )
const ( // @enum OperatingSystem OperatingSystemWindows2012 = "WINDOWS_2012" // @enum OperatingSystem OperatingSystemAmazonLinux = "AMAZON_LINUX" )
const ( // @enum PlayerSessionCreationPolicy PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL" // @enum PlayerSessionCreationPolicy PlayerSessionCreationPolicyDenyAll = "DENY_ALL" )
const ( // @enum PlayerSessionStatus PlayerSessionStatusReserved = "RESERVED" // @enum PlayerSessionStatus PlayerSessionStatusActive = "ACTIVE" // @enum PlayerSessionStatus PlayerSessionStatusCompleted = "COMPLETED" // @enum PlayerSessionStatus PlayerSessionStatusTimedout = "TIMEDOUT" )
const ( // @enum ProtectionPolicy ProtectionPolicyNoProtection = "NoProtection" // @enum ProtectionPolicy ProtectionPolicyFullProtection = "FullProtection" )
const ( // @enum RoutingStrategyType RoutingStrategyTypeSimple = "SIMPLE" // @enum RoutingStrategyType RoutingStrategyTypeTerminal = "TERMINAL" )
const ( // @enum ScalingAdjustmentType ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity" // @enum ScalingAdjustmentType ScalingAdjustmentTypeExactCapacity = "ExactCapacity" // @enum ScalingAdjustmentType ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity" )
const ( // @enum ScalingStatusType ScalingStatusTypeActive = "ACTIVE" // @enum ScalingStatusType ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED" // @enum ScalingStatusType ScalingStatusTypeUpdating = "UPDATING" // @enum ScalingStatusType ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED" // @enum ScalingStatusType ScalingStatusTypeDeleting = "DELETING" // @enum ScalingStatusType ScalingStatusTypeDeleted = "DELETED" // @enum ScalingStatusType ScalingStatusTypeError = "ERROR" )
const ServiceName = "gamelift"
A ServiceName is the name of the service the client will make API calls to.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Alias ¶
type Alias struct { // Unique identifier for a fleet alias. AliasId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of an alias. Description *string `type:"string"` // Time stamp indicating when this data object was last modified. Format is // a number expressed in Unix time as milliseconds (ex: "1469498468.057". LastUpdatedTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label associated with an alias. Alias names do not need to be // unique. Name *string `type:"string"` // Routing configuration for a fleet alias. RoutingStrategy *RoutingStrategy `type:"structure"` // contains filtered or unexported fields }
Properties describing a fleet alias.
type AwsCredentials ¶
type AwsCredentials struct { // Access key for an AWS account. AccessKeyId *string `min:"1" type:"string"` // Secret key for an AWS account. SecretAccessKey *string `min:"1" type:"string"` // Token specific to a build ID. SessionToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
AWS access credentials required to upload game build files to Amazon GameLift. These credentials are generated with CreateBuild, and 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) String ¶
func (s AwsCredentials) String() string
String returns the string representation
type Build ¶
type Build struct { // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label 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 associated with this build. Version strings do not need to be unique // to a build. This value can be set using CreateBuild or UpdateBuild. Version *string `type:"string"` // contains filtered or unexported fields }
Properties describing a game build.
type CreateAliasInput ¶
type CreateAliasInput struct { // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label associated with an alias. Alias names do not need to be // unique. Name *string `min:"1" type:"string" required:"true"` // Object specifying the fleet and routing type to use for the alias. RoutingStrategy *RoutingStrategy `type:"structure" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateAliasInput) GoString ¶
func (s CreateAliasInput) GoString() string
GoString returns the string representation
func (CreateAliasInput) String ¶
func (s CreateAliasInput) String() string
String returns the string representation
func (*CreateAliasInput) Validate ¶ added in v1.1.21
func (s *CreateAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateAliasOutput ¶
type CreateAliasOutput struct { // Object containing the newly created alias record. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateAliasOutput) GoString ¶
func (s CreateAliasOutput) GoString() string
GoString returns the string representation
func (CreateAliasOutput) String ¶
func (s CreateAliasOutput) String() string
String returns the string representation
type CreateBuildInput ¶
type CreateBuildInput struct { // Descriptive label associated with a build. Build names do not need to be // unique. A build name can be changed later using UpdateBuild. Name *string `min:"1" type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Location in Amazon Simple Storage Service (Amazon S3) where a build's files // are stored. This location is assigned in response to a CreateBuild call, // and is always in the same region as the service used to create the build. // For more details see the Amazon S3 documentation (http://aws.amazon.com/documentation/s3/). StorageLocation *S3Location `type:"structure"` // Version associated with this build. Version strings do not need to be unique // to a build. A build version can be changed later using UpdateBuild. Version *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateBuildInput) GoString ¶
func (s CreateBuildInput) GoString() string
GoString returns the string representation
func (CreateBuildInput) String ¶
func (s CreateBuildInput) String() string
String returns the string representation
func (*CreateBuildInput) Validate ¶ added in v1.1.21
func (s *CreateBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateBuildOutput ¶
type CreateBuildOutput struct { // Set of properties for the newly created build. Build *Build `type:"structure"` // Amazon S3 path and key, identifying where the game build files are stored. StorageLocation *S3Location `type:"structure"` // AWS credentials required when uploading a game build to the storage location. // These credentials have a limited lifespan and are valid only for the build // they were issued for. If you need to get fresh credentials, call RequestUploadCredentials. UploadCredentials *AwsCredentials `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateBuildOutput) GoString ¶
func (s CreateBuildOutput) GoString() string
GoString returns the string representation
func (CreateBuildOutput) String ¶
func (s CreateBuildOutput) String() string
String returns the string representation
type CreateFleetInput ¶
type CreateFleetInput struct { // Unique identifier of the build to be deployed on the new fleet. The build // must have been successfully uploaded to GameLift and be in a READY status. // This fleet setting cannot be changed once the fleet is created. BuildId *string `type:"string" required:"true"` // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Range of IP addresses and port settings that permit inbound traffic to access // server processes running on the fleet. If no inbound permissions are set, // including both IP address range and port range, the server processes in the // fleet cannot accept connections. You can specify one or more sets of permissions // for a fleet. EC2InboundPermissions []*IpPermission `type:"list"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions. EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` // Location of default log files. When a server process is shut down, Amazon // GameLift captures and stores any log files in this location. These logs are // in addition to game session logs; see more on game session logs in the Amazon // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, GameLift will automatically // upload logs stored on each instance at C:\game\logs. Use the GameLift console // to access stored logs. LogPaths []*string `type:"list"` // Descriptive label associated with a fleet. Fleet names do not need to be // unique. Name *string `min:"1" type:"string" required:"true"` // Game session protection policy to apply to all instances in this fleet. If // this parameter is not set, instances in this fleet default to no protection. // You can change a fleet's protection policy using UpdateFleetAttributes, but // this change will only affect sessions created after the policy change. You // can also set protection for individual instances using UpdateGameSession. // // NoProtection – The game session can be terminated during a scale-down event. // FullProtection – If the game session is in an ACTIVE status, it cannot be // terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Instructions for launching server processes on each instance in the fleet. // The runtime configuration for a fleet has a collection of server process // configurations, one for each type of server process to run on an instance. // A server process configuration specifies the location of the server executable, // launch parameters, and the number of concurrent processes with that configuration // to maintain on each instance. A CreateFleet request must include a runtime // configuration with at least one server process configuration; otherwise the // request will fail with an invalid request exception. (This parameter replaces // the parameters ServerLaunchPath and ServerLaunchParameters; requests that // contain values for these parameters instead of a runtime configuration will // continue to work.) RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // This parameter is no longer used. Instead, specify server launch parameters // in the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a runtime configuration will continue // to work.) ServerLaunchParameters *string `min:"1" type:"string"` // This parameter is no longer used. Instead, specify a server launch path using // the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a runtime configuration will continue // to work.) ServerLaunchPath *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateFleetInput) GoString ¶
func (s CreateFleetInput) GoString() string
GoString returns the string representation
func (CreateFleetInput) String ¶
func (s CreateFleetInput) String() string
String returns the string representation
func (*CreateFleetInput) Validate ¶ added in v1.1.21
func (s *CreateFleetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateFleetOutput ¶
type CreateFleetOutput struct { // Properties for the newly created fleet. FleetAttributes *FleetAttributes `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateFleetOutput) GoString ¶
func (s CreateFleetOutput) GoString() string
GoString returns the string representation
func (CreateFleetOutput) String ¶
func (s CreateFleetOutput) String() string
String returns the string representation
type CreateGameSessionInput ¶
type CreateGameSessionInput struct { // Unique identifier for a fleet alias. Each request must reference either a // fleet ID or alias ID, but not both. AliasId *string `type:"string"` // Unique identifier for a fleet. Each request must reference either a fleet // ID or alias ID, but not both. FleetId *string `type:"string"` // Set of properties used to administer a game session. These properties are // passed to the server process hosting it. GameProperties []*GameProperty `type:"list"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // Descriptive label 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 action.
func (CreateGameSessionInput) GoString ¶
func (s CreateGameSessionInput) GoString() string
GoString returns the string representation
func (CreateGameSessionInput) String ¶
func (s CreateGameSessionInput) String() string
String returns the string representation
func (*CreateGameSessionInput) Validate ¶ added in v1.1.21
func (s *CreateGameSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateGameSessionOutput ¶
type CreateGameSessionOutput struct { // Object containing the newly created game session record. GameSession *GameSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateGameSessionOutput) GoString ¶
func (s CreateGameSessionOutput) GoString() string
GoString returns the string representation
func (CreateGameSessionOutput) String ¶
func (s CreateGameSessionOutput) String() string
String returns the string representation
type CreatePlayerSessionInput ¶
type CreatePlayerSessionInput struct { // Unique identifier for a game session. Specify the game session you want to // add a player to. GameSessionId *string `type:"string" required:"true"` // Unique identifier for the player to be added. PlayerId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreatePlayerSessionInput) GoString ¶
func (s CreatePlayerSessionInput) GoString() string
GoString returns the string representation
func (CreatePlayerSessionInput) String ¶
func (s CreatePlayerSessionInput) String() string
String returns the string representation
func (*CreatePlayerSessionInput) Validate ¶ added in v1.1.21
func (s *CreatePlayerSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreatePlayerSessionOutput ¶
type CreatePlayerSessionOutput struct { // Object containing the newly created player session record. PlayerSession *PlayerSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreatePlayerSessionOutput) GoString ¶
func (s CreatePlayerSessionOutput) GoString() string
GoString returns the string representation
func (CreatePlayerSessionOutput) String ¶
func (s CreatePlayerSessionOutput) String() string
String returns the string representation
type CreatePlayerSessionsInput ¶
type CreatePlayerSessionsInput struct { // Unique identifier for a game session. GameSessionId *string `type:"string" required:"true"` // List of unique identifiers for the players to be added. PlayerIds []*string `min:"1" type:"list" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreatePlayerSessionsInput) GoString ¶
func (s CreatePlayerSessionsInput) GoString() string
GoString returns the string representation
func (CreatePlayerSessionsInput) String ¶
func (s CreatePlayerSessionsInput) String() string
String returns the string representation
func (*CreatePlayerSessionsInput) Validate ¶ added in v1.1.21
func (s *CreatePlayerSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreatePlayerSessionsOutput ¶
type CreatePlayerSessionsOutput struct { // 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 action.
func (CreatePlayerSessionsOutput) GoString ¶
func (s CreatePlayerSessionsOutput) GoString() string
GoString returns the string representation
func (CreatePlayerSessionsOutput) String ¶
func (s CreatePlayerSessionsOutput) String() string
String returns the string representation
type DeleteAliasInput ¶
type DeleteAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to delete. AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteAliasInput) GoString ¶
func (s DeleteAliasInput) GoString() string
GoString returns the string representation
func (DeleteAliasInput) String ¶
func (s DeleteAliasInput) String() string
String returns the string representation
func (*DeleteAliasInput) Validate ¶ added in v1.1.21
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 { // Unique identifier for the build you want to delete. BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteBuildInput) GoString ¶
func (s DeleteBuildInput) GoString() string
GoString returns the string representation
func (DeleteBuildInput) String ¶
func (s DeleteBuildInput) String() string
String returns the string representation
func (*DeleteBuildInput) Validate ¶ added in v1.1.21
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 { // Unique identifier for the fleet you want to delete. FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteFleetInput) GoString ¶
func (s DeleteFleetInput) GoString() string
GoString returns the string representation
func (DeleteFleetInput) String ¶
func (s DeleteFleetInput) String() string
String returns the string representation
func (*DeleteFleetInput) Validate ¶ added in v1.1.21
func (s *DeleteFleetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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 DeleteScalingPolicyInput ¶ added in v1.1.10
type DeleteScalingPolicyInput struct { // Unique identifier for a fleet. FleetId *string `type:"string" required:"true"` // Descriptive label associated with a scaling policy. Policy names do not need // to be unique. Name *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteScalingPolicyInput) GoString ¶ added in v1.1.10
func (s DeleteScalingPolicyInput) GoString() string
GoString returns the string representation
func (DeleteScalingPolicyInput) String ¶ added in v1.1.10
func (s DeleteScalingPolicyInput) String() string
String returns the string representation
func (*DeleteScalingPolicyInput) Validate ¶ added in v1.1.21
func (s *DeleteScalingPolicyInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteScalingPolicyOutput ¶ added in v1.1.10
type DeleteScalingPolicyOutput struct {
// contains filtered or unexported fields
}
func (DeleteScalingPolicyOutput) GoString ¶ added in v1.1.10
func (s DeleteScalingPolicyOutput) GoString() string
GoString returns the string representation
func (DeleteScalingPolicyOutput) String ¶ added in v1.1.10
func (s DeleteScalingPolicyOutput) String() string
String returns the string representation
type DescribeAliasInput ¶
type DescribeAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to retrieve. AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeAliasInput) GoString ¶
func (s DescribeAliasInput) GoString() string
GoString returns the string representation
func (DescribeAliasInput) String ¶
func (s DescribeAliasInput) String() string
String returns the string representation
func (*DescribeAliasInput) Validate ¶ added in v1.1.21
func (s *DescribeAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeAliasOutput ¶
type DescribeAliasOutput struct { // Object containing the requested alias. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeAliasOutput) GoString ¶
func (s DescribeAliasOutput) GoString() string
GoString returns the string representation
func (DescribeAliasOutput) String ¶
func (s DescribeAliasOutput) String() string
String returns the string representation
type DescribeBuildInput ¶
type DescribeBuildInput struct { // Unique identifier of the build that you want to retrieve properties for. BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeBuildInput) GoString ¶
func (s DescribeBuildInput) GoString() string
GoString returns the string representation
func (DescribeBuildInput) String ¶
func (s DescribeBuildInput) String() string
String returns the string representation
func (*DescribeBuildInput) Validate ¶ added in v1.1.21
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 action.
func (DescribeBuildOutput) GoString ¶
func (s DescribeBuildOutput) GoString() string
GoString returns the string representation
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 Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave // this parameter blank to retrieve limits for all types. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeEC2InstanceLimitsInput) GoString ¶
func (s DescribeEC2InstanceLimitsInput) GoString() string
GoString returns the string representation
func (DescribeEC2InstanceLimitsInput) String ¶
func (s DescribeEC2InstanceLimitsInput) String() string
String returns the string representation
type DescribeEC2InstanceLimitsOutput ¶
type DescribeEC2InstanceLimitsOutput struct { // Object containing 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 action.
func (DescribeEC2InstanceLimitsOutput) GoString ¶
func (s DescribeEC2InstanceLimitsOutput) GoString() string
GoString returns the string representation
func (DescribeEC2InstanceLimitsOutput) String ¶
func (s DescribeEC2InstanceLimitsOutput) String() string
String returns the string representation
type DescribeFleetAttributesInput ¶
type DescribeFleetAttributesInput struct { // Unique identifiers for the fleet(s) that you want to retrieve attributes // for. To request attributes for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeFleetAttributesInput) GoString ¶
func (s DescribeFleetAttributesInput) GoString() string
GoString returns the string representation
func (DescribeFleetAttributesInput) String ¶
func (s DescribeFleetAttributesInput) String() string
String returns the string representation
func (*DescribeFleetAttributesInput) Validate ¶ added in v1.1.21
func (s *DescribeFleetAttributesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetAttributesOutput ¶
type DescribeFleetAttributesOutput struct { // Collection of objects containing attribute metadata for each requested fleet // ID. FleetAttributes []*FleetAttributes `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeFleetAttributesOutput) GoString ¶
func (s DescribeFleetAttributesOutput) GoString() string
GoString returns the string representation
func (DescribeFleetAttributesOutput) String ¶
func (s DescribeFleetAttributesOutput) String() string
String returns the string representation
type DescribeFleetCapacityInput ¶
type DescribeFleetCapacityInput struct { // Unique identifier for the fleet(s) you want to retrieve capacity information // for. To request capacity information for all fleets, leave this parameter // empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeFleetCapacityInput) GoString ¶
func (s DescribeFleetCapacityInput) GoString() string
GoString returns the string representation
func (DescribeFleetCapacityInput) String ¶
func (s DescribeFleetCapacityInput) String() string
String returns the string representation
func (*DescribeFleetCapacityInput) Validate ¶ added in v1.1.21
func (s *DescribeFleetCapacityInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetCapacityOutput ¶
type DescribeFleetCapacityOutput struct { // Collection of objects containing capacity information for each requested // fleet ID. Leave this parameter empty to retrieve capacity information for // all fleets. FleetCapacity []*FleetCapacity `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeFleetCapacityOutput) GoString ¶
func (s DescribeFleetCapacityOutput) GoString() string
GoString returns the string representation
func (DescribeFleetCapacityOutput) String ¶
func (s DescribeFleetCapacityOutput) String() string
String returns the string representation
type DescribeFleetEventsInput ¶
type DescribeFleetEventsInput struct { // Most recent date to retrieve event logs for. If no end time is specified, // this call returns entries from the specified start time up to the present. // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057". EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for the fleet to get event logs for. FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Earliest date to retrieve event logs for. If no start time is specified, // this call returns entries starting from when the fleet was created to the // specified end time. Format is a number expressed in Unix time as milliseconds // (ex: "1469498468.057". StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeFleetEventsInput) GoString ¶
func (s DescribeFleetEventsInput) GoString() string
GoString returns the string representation
func (DescribeFleetEventsInput) String ¶
func (s DescribeFleetEventsInput) String() string
String returns the string representation
func (*DescribeFleetEventsInput) Validate ¶ added in v1.1.21
func (s *DescribeFleetEventsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetEventsOutput ¶
type DescribeFleetEventsOutput struct { // Collection of objects containing event log entries for the specified fleet. Events []*Event `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeFleetEventsOutput) GoString ¶
func (s DescribeFleetEventsOutput) GoString() string
GoString returns the string representation
func (DescribeFleetEventsOutput) String ¶
func (s DescribeFleetEventsOutput) String() string
String returns the string representation
type DescribeFleetPortSettingsInput ¶
type DescribeFleetPortSettingsInput struct { // Unique identifier for the fleet you want to retrieve port settings for. FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeFleetPortSettingsInput) GoString ¶
func (s DescribeFleetPortSettingsInput) GoString() string
GoString returns the string representation
func (DescribeFleetPortSettingsInput) String ¶
func (s DescribeFleetPortSettingsInput) String() string
String returns the string representation
func (*DescribeFleetPortSettingsInput) Validate ¶ added in v1.1.21
func (s *DescribeFleetPortSettingsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetPortSettingsOutput ¶
type DescribeFleetPortSettingsOutput struct { // Object containing port settings for the requested fleet ID. InboundPermissions []*IpPermission `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeFleetPortSettingsOutput) GoString ¶
func (s DescribeFleetPortSettingsOutput) GoString() string
GoString returns the string representation
func (DescribeFleetPortSettingsOutput) String ¶
func (s DescribeFleetPortSettingsOutput) String() string
String returns the string representation
type DescribeFleetUtilizationInput ¶
type DescribeFleetUtilizationInput struct { // Unique identifier for the fleet(s) you want to retrieve utilization data // for. To request utilization data for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeFleetUtilizationInput) GoString ¶
func (s DescribeFleetUtilizationInput) GoString() string
GoString returns the string representation
func (DescribeFleetUtilizationInput) String ¶
func (s DescribeFleetUtilizationInput) String() string
String returns the string representation
func (*DescribeFleetUtilizationInput) Validate ¶ added in v1.1.21
func (s *DescribeFleetUtilizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetUtilizationOutput ¶
type DescribeFleetUtilizationOutput struct { // Collection of objects containing utilization information for each requested // fleet ID. FleetUtilization []*FleetUtilization `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeFleetUtilizationOutput) GoString ¶
func (s DescribeFleetUtilizationOutput) GoString() string
GoString returns the string representation
func (DescribeFleetUtilizationOutput) String ¶
func (s DescribeFleetUtilizationOutput) String() string
String returns the string representation
type DescribeGameSessionDetailsInput ¶ added in v1.1.10
type DescribeGameSessionDetailsInput struct { // Unique identifier for a fleet alias. Specify an alias to retrieve information // on all game sessions active on the fleet. AliasId *string `type:"string"` // Unique identifier for a fleet. Specify a fleet to retrieve information on // all game sessions active on the fleet. FleetId *string `type:"string"` // Unique identifier for a game session. Specify the game session to retrieve // information on. GameSessionId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses // include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeGameSessionDetailsInput) GoString ¶ added in v1.1.10
func (s DescribeGameSessionDetailsInput) GoString() string
GoString returns the string representation
func (DescribeGameSessionDetailsInput) String ¶ added in v1.1.10
func (s DescribeGameSessionDetailsInput) String() string
String returns the string representation
func (*DescribeGameSessionDetailsInput) Validate ¶ added in v1.1.21
func (s *DescribeGameSessionDetailsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionDetailsOutput ¶ added in v1.1.10
type DescribeGameSessionDetailsOutput struct { // Collection of objects containing game session properties and the protection // policy currently in force for each session matching the request. GameSessionDetails []*GameSessionDetail `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeGameSessionDetailsOutput) GoString ¶ added in v1.1.10
func (s DescribeGameSessionDetailsOutput) GoString() string
GoString returns the string representation
func (DescribeGameSessionDetailsOutput) String ¶ added in v1.1.10
func (s DescribeGameSessionDetailsOutput) String() string
String returns the string representation
type DescribeGameSessionsInput ¶
type DescribeGameSessionsInput struct { // Unique identifier for a fleet alias. Specify an alias to retrieve information // on all game sessions active on the fleet. AliasId *string `type:"string"` // Unique identifier for a fleet. Specify a fleet to retrieve information on // all game sessions active on the fleet. FleetId *string `type:"string"` // Unique identifier for a game session. Specify the game session to retrieve // information on. GameSessionId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses // include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeGameSessionsInput) GoString ¶
func (s DescribeGameSessionsInput) GoString() string
GoString returns the string representation
func (DescribeGameSessionsInput) String ¶
func (s DescribeGameSessionsInput) String() string
String returns the string representation
func (*DescribeGameSessionsInput) Validate ¶ added in v1.1.21
func (s *DescribeGameSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionsOutput ¶
type DescribeGameSessionsOutput struct { // Collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeGameSessionsOutput) GoString ¶
func (s DescribeGameSessionsOutput) GoString() string
GoString returns the string representation
func (DescribeGameSessionsOutput) String ¶
func (s DescribeGameSessionsOutput) String() string
String returns the string representation
type DescribePlayerSessionsInput ¶
type DescribePlayerSessionsInput struct { // Unique identifier for a game session. GameSessionId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. If a player session ID is specified, // this parameter is ignored. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. If a player session ID is // specified, this parameter is ignored. NextToken *string `min:"1" type:"string"` // Unique identifier for a player. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // Player session status to filter results on. // // Possible player session statuses include the following: // // RESERVED – The player session request has been received, but the player // has not yet connected to the server process and/or been validated. ACTIVE // – The player has been validated by the server process and is currently connected.COMPLETED // – The player connection has been dropped.TIMEDOUT – A player session request // was received, but the player did not connect and/or was not validated within // the time-out limit (60 seconds). PlayerSessionStatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribePlayerSessionsInput) GoString ¶
func (s DescribePlayerSessionsInput) GoString() string
GoString returns the string representation
func (DescribePlayerSessionsInput) String ¶
func (s DescribePlayerSessionsInput) String() string
String returns the string representation
func (*DescribePlayerSessionsInput) Validate ¶ added in v1.1.21
func (s *DescribePlayerSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribePlayerSessionsOutput ¶
type DescribePlayerSessionsOutput struct { // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // 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 action.
func (DescribePlayerSessionsOutput) GoString ¶
func (s DescribePlayerSessionsOutput) GoString() string
GoString returns the string representation
func (DescribePlayerSessionsOutput) String ¶
func (s DescribePlayerSessionsOutput) String() string
String returns the string representation
type DescribeRuntimeConfigurationInput ¶ added in v1.2.1
type DescribeRuntimeConfigurationInput struct { // Unique identifier of the fleet to get the runtime configuration for. FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeRuntimeConfigurationInput) GoString ¶ added in v1.2.1
func (s DescribeRuntimeConfigurationInput) GoString() string
GoString returns the string representation
func (DescribeRuntimeConfigurationInput) String ¶ added in v1.2.1
func (s DescribeRuntimeConfigurationInput) String() string
String returns the string representation
func (*DescribeRuntimeConfigurationInput) Validate ¶ added in v1.2.1
func (s *DescribeRuntimeConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeRuntimeConfigurationOutput ¶ added in v1.2.1
type DescribeRuntimeConfigurationOutput struct { // Instructions describing 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 action.
func (DescribeRuntimeConfigurationOutput) GoString ¶ added in v1.2.1
func (s DescribeRuntimeConfigurationOutput) GoString() string
GoString returns the string representation
func (DescribeRuntimeConfigurationOutput) String ¶ added in v1.2.1
func (s DescribeRuntimeConfigurationOutput) String() string
String returns the string representation
type DescribeScalingPoliciesInput ¶ added in v1.1.10
type DescribeScalingPoliciesInput struct { // Unique identifier for a fleet. Specify the fleet to retrieve scaling policies // for. FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Scaling policy status to filter results on. A scaling policy is only in force // when in an ACTIVE status. // // ACTIVE – The scaling policy is currently in force. UPDATEREQUESTED – // A request to update the scaling policy has been received. UPDATING – A change // is being made to the scaling policy. DELETEREQUESTED – A request to delete // the scaling policy has been received. DELETING – The scaling policy is being // deleted. DELETED – The scaling policy has been deleted. ERROR – An error // occurred in creating the policy. It should be removed and recreated. StatusFilter *string `type:"string" enum:"ScalingStatusType"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeScalingPoliciesInput) GoString ¶ added in v1.1.10
func (s DescribeScalingPoliciesInput) GoString() string
GoString returns the string representation
func (DescribeScalingPoliciesInput) String ¶ added in v1.1.10
func (s DescribeScalingPoliciesInput) String() string
String returns the string representation
func (*DescribeScalingPoliciesInput) Validate ¶ added in v1.1.21
func (s *DescribeScalingPoliciesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeScalingPoliciesOutput ¶ added in v1.1.10
type DescribeScalingPoliciesOutput struct { // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // 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 action.
func (DescribeScalingPoliciesOutput) GoString ¶ added in v1.1.10
func (s DescribeScalingPoliciesOutput) GoString() string
GoString returns the string representation
func (DescribeScalingPoliciesOutput) String ¶ added in v1.1.10
func (s DescribeScalingPoliciesOutput) String() string
String returns the string representation
type EC2InstanceCounts ¶
type EC2InstanceCounts struct { // Actual number of active instances in the fleet. ACTIVE *int64 `type:"integer"` // Ideal number of active instances in the fleet. DESIRED *int64 `type:"integer"` // Number of active instances in the fleet that are not currently hosting a // game session. IDLE *int64 `type:"integer"` // Maximum value allowed for the fleet's instance count. MAXIMUM *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. MINIMUM *int64 `type:"integer"` // Number of instances in the fleet that are starting but not yet active. PENDING *int64 `type:"integer"` // Number of instances in the fleet that are no longer active but haven't yet // been terminated. TERMINATING *int64 `type:"integer"` // contains filtered or unexported fields }
Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.
func (EC2InstanceCounts) GoString ¶
func (s EC2InstanceCounts) GoString() string
GoString returns the string representation
func (EC2InstanceCounts) String ¶
func (s EC2InstanceCounts) String() string
String returns the string representation
type EC2InstanceLimit ¶
type EC2InstanceLimit struct { // Number of instances of the specified type that are currently in use by this // AWS account. CurrentInstances *int64 `type:"integer"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // Number of instances allowed. InstanceLimit *int64 `type:"integer"` // contains filtered or unexported fields }
Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.
func (EC2InstanceLimit) GoString ¶
func (s EC2InstanceLimit) GoString() string
GoString returns the string representation
func (EC2InstanceLimit) String ¶
func (s EC2InstanceLimit) String() string
String returns the string representation
type Event ¶
type Event struct { // Type of event being logged. EventCode *string `type:"string" enum:"EventCode"` // Unique identifier for a fleet event. EventId *string `min:"1" type:"string"` // Time stamp indicating when this event occurred. Format is a number expressed // in Unix time as milliseconds (ex: "1469498468.057". EventTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Additional information related to the event. Message *string `min:"1" type:"string"` // Unique identifier for the resource, such as a fleet ID. ResourceId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Log entry describing an event involving an Amazon GameLift resource (such as a fleet).
type FleetAttributes ¶
type FleetAttributes struct { // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Location of default log files. When a server process is shut down, Amazon // GameLift captures and stores any log files in this location. These logs are // in addition to game session logs; see more on game session logs in the Amazon // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, GameLift will automatically // upload logs stored on each instance at C:\game\logs. Use the GameLift console // to access stored logs. LogPaths []*string `type:"list"` // Descriptive label associated with a fleet. Fleet names do not need to be // unique. Name *string `min:"1" type:"string"` // Type of game session protection to set for all new instances started in the // fleet. // // NoProtection – The game session can be terminated during a scale-down event. // FullProtection – If the game session is in an ACTIVE status, it cannot be // terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Operating system of the fleet's computing resources. A fleet's operating // system depends on the OS specified for the build that is deployed on this // fleet. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Game server launch parameters specified for fleets created prior to 2016-08-04 // (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after // this date are specified in the fleet's RuntimeConfiguration. ServerLaunchParameters *string `min:"1" type:"string"` // Path to a game server executable in the fleet's build, specified for fleets // created prior to 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths // for fleets created after this date are specified in the fleet's RuntimeConfiguration. ServerLaunchPath *string `min:"1" type:"string"` // Current status of the fleet. // // Possible fleet statuses include the following: // // NEW – A new fleet has been defined and desired instances is set to 1. DOWNLOADING/VALIDATING/BUILDING/ACTIVATING // – GameLift is setting up the new fleet, creating new instances with the game // build and starting server processes.ACTIVE – Hosts can now accept game sessions.ERROR // – An error occurred when downloading, validating, building, or activating // the fleet.DELETING – Hosts are responding to a delete fleet request.TERMINATED // – The fleet no longer exists. Status *string `type:"string" enum:"FleetStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
General properties describing a fleet.
func (FleetAttributes) GoString ¶
func (s FleetAttributes) GoString() string
GoString returns the string representation
func (FleetAttributes) String ¶
func (s FleetAttributes) String() string
String returns the string representation
type FleetCapacity ¶
type FleetCapacity struct { // Unique identifier for a fleet. FleetId *string `type:"string"` // Current status of fleet capacity. InstanceCounts *EC2InstanceCounts `type:"structure"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` // contains filtered or unexported fields }
Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.
func (FleetCapacity) GoString ¶
func (s FleetCapacity) GoString() string
GoString returns the string representation
func (FleetCapacity) String ¶
func (s FleetCapacity) String() string
String returns the string representation
type FleetUtilization ¶
type FleetUtilization struct { // Number of active game sessions currently being hosted on all instances in // the fleet. ActiveGameSessionCount *int64 `type:"integer"` // Number of server processes in an ACTIVE status currently running across all // instances in the fleet ActiveServerProcessCount *int64 `type:"integer"` // Number of active player sessions currently being hosted on all instances // in the fleet. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Maximum players allowed across all game sessions currently being hosted on // all instances in the fleet. MaximumPlayerSessionCount *int64 `type:"integer"` // contains filtered or unexported fields }
Current status of fleet utilization, including the number of game and player sessions being hosted.
func (FleetUtilization) GoString ¶
func (s FleetUtilization) GoString() string
GoString returns the string representation
func (FleetUtilization) String ¶
func (s FleetUtilization) String() string
String returns the string representation
type GameLift ¶
Welcome to the Amazon GameLift API Reference. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management.
This reference describes the low-level service API for GameLift. You can call this API directly or use the AWS SDK (https://aws.amazon.com/tools/#sdk) for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the AWS command-line interface (https://aws.amazon.com/cli/) (CLI) tool, which includes commands for GameLift. For administrative actions, you can also use the Amazon GameLift console.
More Resources
Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/):
Learn more about GameLift features and how to use them Lumberyard and GameLift Tutorials (https://gamedev.amazon.com/forums/tutorials): Get started fast with walkthroughs and sample projects GameDev Blog (https://aws.amazon.com/blogs/gamedev/): Stay up to date with new features and techniques GameDev Forums (https://gamedev.amazon.com/forums/spaces/123/gamelift-discussion.html): Connect with the GameDev community Manage Games and Players Through GameLift
Call these actions from your game clients and/or services to create and manage multiplayer game sessions and player sessions.
Game sessions CreateGameSession DescribeGameSessions DescribeGameSessionDetails
UpdateGameSession SearchGameSessions Player sessions CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Other actions: GetGameSessionLogUrl
Set Up and Manage Game Servers
Use these administrative actions to configure GameLift to host your game servers. When setting up GameLift, you'll need to (1) configure a build for your game and upload build files, and (2) set up one or more fleets to host game sessions. Once you've created and activated a fleet, you can assign aliases to it, scale capacity, track performance and utilization, etc.
Manage your builds: ListBuilds CreateBuild DescribeBuild UpdateBuild
DeleteBuild RequestUploadCredentials Manage your fleets: ListFleets CreateFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeEC2InstanceLimits DescribeFleetEvents DescribeRuntimeConfiguration
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
UpdateRuntimeConfiguration DeleteFleet Manage fleet aliases: ListAliases CreateAlias DescribeAlias UpdateAlias DeleteAlias ResolveAlias Manage autoscaling: PutScalingPolicy DescribeScalingPolicies DeleteScalingPolicy
To view changes to the API, see the GameLift Document History (http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html)
page. The service client's operations are safe to be used concurrently. It is not safe to mutate any of the client'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:
// 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) CreateAlias ¶
func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)
Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error.
To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.CreateAliasInput{ Name: aws.String("NonZeroAndMaxString"), // Required RoutingStrategy: &gamelift.RoutingStrategy{ // Required FleetId: aws.String("FleetId"), Message: aws.String("FreeText"), Type: aws.String("RoutingStrategyType"), }, Description: aws.String("NonZeroAndMaxString"), } resp, err := svc.CreateAlias(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateAlias method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the CreateAliasRequest method. req, resp := client.CreateAliasRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) CreateBuild ¶
func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)
Initializes a new build record and generates information required to upload a game build to Amazon GameLift. Once the build record has been created and its status is INITIALIZED, you can upload your game build.
Do not use this API action unless you are using your own Amazon Simple
Storage Service (Amazon S3) client and need to manually upload your build files. Instead, to create a build, use the CLI command upload-build, which creates a new build record and uploads the build files in one step. (See the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) help on packaging and uploading your build.)
To create a new build, identify the operating system of the game server
binaries. All game servers in a build must use the same operating system. Optionally, specify a build name and version; this metadata is stored with other properties in the build record and is displayed in the GameLift console (it is not visible to players). If successful, this action returns the newly created build record along with the Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.CreateBuildInput{ Name: aws.String("NonZeroAndMaxString"), OperatingSystem: aws.String("OperatingSystem"), StorageLocation: &gamelift.S3Location{ Bucket: aws.String("NonEmptyString"), Key: aws.String("NonEmptyString"), RoleArn: aws.String("NonEmptyString"), }, Version: aws.String("NonZeroAndMaxString"), } resp, err := svc.CreateBuild(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateBuild method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the CreateBuildRequest method. req, resp := client.CreateBuildRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) CreateFleet ¶
func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types (https://aws.amazon.com/ec2/instance-types/) for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.
To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for GameLift to upload and store.
If the CreateFleet call is successful, Amazon GameLift performs the following tasks:
Creates a fleet record and sets the status to NEW (followed by other statuses
as the fleet is activated). Sets the fleet's capacity to 1 "desired", which causes GameLift to start one new EC2 instance. Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, GameLift staggers each launch by a few seconds. Begins writing events to the fleet event log, which can be accessed in the GameLift console. Sets the fleet's status to ACTIVE once one server process in the fleet is ready to host a game session. After a fleet is created, use the following actions to change fleet properties and configuration:
UpdateFleetAttributes -- Update fleet metadata, including name and description. UpdateFleetCapacity -- Increase or decrease the number of instances you
want the fleet to maintain. UpdateFleetPortSettings -- Change the IP address and port ranges that allow access to incoming traffic. UpdateRuntimeConfiguration -- Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.CreateFleetInput{ BuildId: aws.String("BuildId"), // Required EC2InstanceType: aws.String("EC2InstanceType"), // Required Name: aws.String("NonZeroAndMaxString"), // Required Description: aws.String("NonZeroAndMaxString"), EC2InboundPermissions: []*gamelift.IpPermission{ { // Required FromPort: aws.Int64(1), // Required IpRange: aws.String("NonBlankString"), // Required Protocol: aws.String("IpProtocol"), // Required ToPort: aws.Int64(1), // Required }, // More values... }, LogPaths: []*string{ aws.String("NonZeroAndMaxString"), // Required // More values... }, NewGameSessionProtectionPolicy: aws.String("ProtectionPolicy"), RuntimeConfiguration: &gamelift.RuntimeConfiguration{ ServerProcesses: []*gamelift.ServerProcess{ { // Required ConcurrentExecutions: aws.Int64(1), // Required LaunchPath: aws.String("NonZeroAndMaxString"), // Required Parameters: aws.String("NonZeroAndMaxString"), }, // More values... }, }, ServerLaunchParameters: aws.String("NonZeroAndMaxString"), ServerLaunchPath: aws.String("NonZeroAndMaxString"), } resp, err := svc.CreateFleet(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateFleet method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the CreateFleetRequest method. req, resp := client.CreateFleetRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) CreateGameSession ¶
func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
Creates a multiplayer game session for players. This action creates a game session record and assigns the new session to an instance in the specified fleet, which initializes a new server process to host the game session. A fleet must be in an ACTIVE status before a game session can be created in it.
To create a game session, specify either a fleet ID or an alias ID and indicate the maximum number of players the game session allows. You can also provide a name and a set of properties for your game (optional). If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions are set to accept adding any new players to the game session. Use UpdateGameSession to change the creation policy.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.CreateGameSessionInput{ MaximumPlayerSessionCount: aws.Int64(1), // Required AliasId: aws.String("AliasId"), FleetId: aws.String("FleetId"), GameProperties: []*gamelift.GameProperty{ { // Required Key: aws.String("GamePropertyKey"), // Required Value: aws.String("GamePropertyValue"), // Required }, // More values... }, Name: aws.String("NonZeroAndMaxString"), } resp, err := svc.CreateGameSession(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateGameSession method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the CreateGameSessionRequest method. req, resp := client.CreateGameSessionRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) CreatePlayerSession ¶
func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
Adds a player to a game session and creates a player session record. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.
To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new PlayerSession object is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.CreatePlayerSessionInput{ GameSessionId: aws.String("GameSessionId"), // Required PlayerId: aws.String("NonZeroAndMaxString"), // Required } resp, err := svc.CreatePlayerSession(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreatePlayerSession method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the CreatePlayerSessionRequest method. req, resp := client.CreatePlayerSessionRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) CreatePlayerSessions ¶
func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)
Adds a group of players to a game session. Similar to CreatePlayerSession, this action allows you to add multiple players in a single call, which is useful for games that provide party and/or matchmaking features. A game session must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.
To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new PlayerSession objects is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.CreatePlayerSessionsInput{ GameSessionId: aws.String("GameSessionId"), // Required PlayerIds: []*string{ // Required aws.String("NonZeroAndMaxString"), // Required // More values... }, } resp, err := svc.CreatePlayerSessions(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreatePlayerSessions method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the CreatePlayerSessionsRequest method. req, resp := client.CreatePlayerSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DeleteAlias ¶
func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)
Deletes an alias. This action removes all record of the alias; game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DeleteAliasInput{ AliasId: aws.String("AliasId"), // Required } resp, err := svc.DeleteAlias(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteAlias method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DeleteAliasRequest method. req, resp := client.DeleteAliasRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DeleteBuild ¶
func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)
Deletes a build. This action permanently deletes the build record and any uploaded build files.
To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DeleteBuildInput{ BuildId: aws.String("BuildId"), // Required } resp, err := svc.DeleteBuild(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteBuild method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DeleteBuildRequest method. req, resp := client.DeleteBuildRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DeleteFleet ¶
func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DeleteFleetInput{ FleetId: aws.String("FleetId"), // Required } resp, err := svc.DeleteFleet(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteFleet method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DeleteFleetRequest method. req, resp := client.DeleteFleetRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DeleteScalingPolicy ¶ added in v1.1.10
func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)
Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DeleteScalingPolicyInput{ FleetId: aws.String("FleetId"), // Required Name: aws.String("NonZeroAndMaxString"), // Required } resp, err := svc.DeleteScalingPolicy(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DeleteScalingPolicyRequest ¶ added in v1.1.10
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteScalingPolicy method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DeleteScalingPolicyRequest method. req, resp := client.DeleteScalingPolicyRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeAlias ¶
func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)
Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeAliasInput{ AliasId: aws.String("AliasId"), // Required } resp, err := svc.DescribeAlias(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeAlias method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeAliasRequest method. req, resp := client.DescribeAliasRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeBuild ¶
func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)
Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeBuildInput{ BuildId: aws.String("BuildId"), // Required } resp, err := svc.DescribeBuild(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeBuild method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeBuildRequest method. req, resp := client.DescribeBuildRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeEC2InstanceLimits ¶
func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
Retrieves the following information for the specified EC2 instance type:
maximum number of instances allowed per AWS account (service limit) current
usage level for the AWS account Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeEC2InstanceLimitsInput{ EC2InstanceType: aws.String("EC2InstanceType"), } resp, err := svc.DescribeEC2InstanceLimits(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeEC2InstanceLimits method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeEC2InstanceLimitsRequest method. req, resp := client.DescribeEC2InstanceLimitsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeFleetAttributes ¶
func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request.
If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeFleetAttributesInput{ FleetIds: []*string{ aws.String("FleetId"), // Required // More values... }, Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribeFleetAttributes(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetAttributes method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeFleetAttributesRequest method. req, resp := client.DescribeFleetAttributesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeFleetCapacity ¶
func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request.
If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeFleetCapacityInput{ FleetIds: []*string{ aws.String("FleetId"), // Required // More values... }, Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribeFleetCapacity(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetCapacity method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeFleetCapacityRequest method. req, resp := client.DescribeFleetCapacityRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeFleetEvents ¶
func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
Example ¶
package main import ( "fmt" "time" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeFleetEventsInput{ FleetId: aws.String("FleetId"), // Required EndTime: aws.Time(time.Now()), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), StartTime: aws.Time(time.Now()), } resp, err := svc.DescribeFleetEvents(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetEvents method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeFleetEventsRequest method. req, resp := client.DescribeFleetEventsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeFleetPortSettings ¶
func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)
Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeFleetPortSettingsInput{ FleetId: aws.String("FleetId"), // Required } resp, err := svc.DescribeFleetPortSettings(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetPortSettings method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeFleetPortSettingsRequest method. req, resp := client.DescribeFleetPortSettingsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeFleetUtilization ¶
func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request.
If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeFleetUtilizationInput{ FleetIds: []*string{ aws.String("FleetId"), // Required // More values... }, Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribeFleetUtilization(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetUtilization method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeFleetUtilizationRequest method. req, resp := client.DescribeFleetUtilizationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeGameSessionDetails ¶ added in v1.1.10
func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeGameSessionDetailsInput{ AliasId: aws.String("AliasId"), FleetId: aws.String("FleetId"), GameSessionId: aws.String("GameSessionId"), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), StatusFilter: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribeGameSessionDetails(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeGameSessionDetailsRequest ¶ added in v1.1.10
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeGameSessionDetails method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeGameSessionDetailsRequest method. req, resp := client.DescribeGameSessionDetailsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeGameSessions ¶
func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
Retrieves properties for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request properties for a specific game session; (2) provide a FleetId or an AliasId to request properties for all game sessions running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each session matching the request.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeGameSessionsInput{ AliasId: aws.String("AliasId"), FleetId: aws.String("FleetId"), GameSessionId: aws.String("GameSessionId"), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), StatusFilter: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribeGameSessions(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeGameSessions method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeGameSessionsRequest method. req, resp := client.DescribeGameSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribePlayerSessions ¶
func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId parameter to request properties for a specific player session; (2) provide a GameSessionId parameter to request properties for all player sessions in the specified game session; (3) provide a PlayerId parameter to request properties for all player sessions of a specified player.
To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribePlayerSessionsInput{ GameSessionId: aws.String("GameSessionId"), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), PlayerId: aws.String("NonZeroAndMaxString"), PlayerSessionId: aws.String("PlayerSessionId"), PlayerSessionStatusFilter: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribePlayerSessions(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribePlayerSessions method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribePlayerSessionsRequest method. req, resp := client.DescribePlayerSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeRuntimeConfiguration ¶ added in v1.2.1
func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)
Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeRuntimeConfigurationInput{ FleetId: aws.String("FleetId"), // Required } resp, err := svc.DescribeRuntimeConfiguration(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeRuntimeConfigurationRequest ¶ added in v1.2.1
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeRuntimeConfiguration method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeRuntimeConfigurationRequest method. req, resp := client.DescribeRuntimeConfigurationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) DescribeScalingPolicies ¶ added in v1.1.10
func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
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.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.DescribeScalingPoliciesInput{ FleetId: aws.String("FleetId"), // Required Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), StatusFilter: aws.String("ScalingStatusType"), } resp, err := svc.DescribeScalingPolicies(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeScalingPoliciesRequest ¶ added in v1.1.10
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeScalingPolicies method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the DescribeScalingPoliciesRequest method. req, resp := client.DescribeScalingPoliciesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) GetGameSessionLogUrl ¶
func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.
See the AWS Service Limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift)
page for maximum log file sizes. Log files that exceed this limit are not saved.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.GetGameSessionLogUrlInput{ GameSessionId: aws.String("GameSessionId"), // Required } resp, err := svc.GetGameSessionLogUrl(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the GetGameSessionLogUrl method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the GetGameSessionLogUrlRequest method. req, resp := client.GetGameSessionLogUrlRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) ListAliases ¶
func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Aliases are not listed in any particular order.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.ListAliasesInput{ Limit: aws.Int64(1), Name: aws.String("NonEmptyString"), NextToken: aws.String("NonEmptyString"), RoutingStrategyType: aws.String("RoutingStrategyType"), } resp, err := svc.ListAliases(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ListAliases method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the ListAliasesRequest method. req, resp := client.ListAliasesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) ListBuilds ¶
func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.
Build records are not listed in any particular order.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.ListBuildsInput{ Limit: aws.Int64(1), NextToken: aws.String("NonEmptyString"), Status: aws.String("BuildStatus"), } resp, err := svc.ListBuilds(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ListBuilds method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the ListBuildsRequest method. req, resp := client.ListBuildsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) ListFleets ¶
func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)
Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.
Fleet records are not listed in any particular order.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.ListFleetsInput{ BuildId: aws.String("BuildId"), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), } resp, err := svc.ListFleets(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ListFleets method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the ListFleetsRequest method. req, resp := client.ListFleetsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) PutScalingPolicy ¶ added in v1.1.10
func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)
Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.
A scaling policy rule statement has the following structure:
If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].
For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:
If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.PutScalingPolicyInput{ ComparisonOperator: aws.String("ComparisonOperatorType"), // Required EvaluationPeriods: aws.Int64(1), // Required FleetId: aws.String("FleetId"), // Required MetricName: aws.String("MetricName"), // Required Name: aws.String("NonZeroAndMaxString"), // Required ScalingAdjustment: aws.Int64(1), // Required ScalingAdjustmentType: aws.String("ScalingAdjustmentType"), // Required Threshold: aws.Float64(1.0), // Required } resp, err := svc.PutScalingPolicy(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) PutScalingPolicyRequest ¶ added in v1.1.10
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the PutScalingPolicy method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the PutScalingPolicyRequest method. req, resp := client.PutScalingPolicyRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) RequestUploadCredentials ¶
func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)
Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.
Call this action only if you need credentials for a build created with
CreateBuild. This is a rare situation; in most cases, builds are created using the CLI command upload-build, which creates a build record and also uploads build files.
Upload credentials are returned when you create the build, but they have
a limited lifespan. You can get fresh credentials and use them to re-upload game files until the status of that build changes to READY. Once this happens, you must create a brand new build.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.RequestUploadCredentialsInput{ BuildId: aws.String("BuildId"), // Required } resp, err := svc.RequestUploadCredentials(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the RequestUploadCredentials method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the RequestUploadCredentialsRequest method. req, resp := client.RequestUploadCredentialsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) ResolveAlias ¶
func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)
Retrieves the fleet ID that a specified alias is currently pointing to.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.ResolveAliasInput{ AliasId: aws.String("AliasId"), // Required } resp, err := svc.ResolveAlias(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ResolveAlias method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the ResolveAliasRequest method. req, resp := client.ResolveAliasRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) SearchGameSessions ¶ added in v1.3.1
func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)
Retrieves a list of game sessions in a fleet that match a set of search criteria and sorts them in a specified order. Currently game session searches are limited to a single fleet. Search results include only game sessions that are in ACTIVE status.
You can search or sort by the following game session attributes:
gameSessionId -- ID value assigned to a game session. This unique value
is returned in a GameSession object when a new game session is created.
gameSessionName -- Name assigned to a game session. This value is set when
requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session. creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds. playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out. maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. hasAvailablePlayerSessions -- Boolean value indicating whether or not a game session has reached its maximum number of players. When searching with this attribute, the search value must be true or false. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join. To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.
Returned values for playerSessionCount and hasAvailablePlayerSessions change
quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.SearchGameSessionsInput{ AliasId: aws.String("AliasId"), FilterExpression: aws.String("NonZeroAndMaxString"), FleetId: aws.String("FleetId"), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), SortExpression: aws.String("NonZeroAndMaxString"), } resp, err := svc.SearchGameSessions(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) SearchGameSessionsRequest ¶ added in v1.3.1
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the SearchGameSessions method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the SearchGameSessionsRequest method. req, resp := client.SearchGameSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) UpdateAlias ¶
func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)
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.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.UpdateAliasInput{ AliasId: aws.String("AliasId"), // Required Description: aws.String("NonZeroAndMaxString"), Name: aws.String("NonZeroAndMaxString"), RoutingStrategy: &gamelift.RoutingStrategy{ FleetId: aws.String("FleetId"), Message: aws.String("FreeText"), Type: aws.String("RoutingStrategyType"), }, } resp, err := svc.UpdateAlias(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateAlias method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the UpdateAliasRequest method. req, resp := client.UpdateAliasRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) UpdateBuild ¶
func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)
Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.UpdateBuildInput{ BuildId: aws.String("BuildId"), // Required Name: aws.String("NonZeroAndMaxString"), Version: aws.String("NonZeroAndMaxString"), } resp, err := svc.UpdateBuild(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateBuild method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the UpdateBuildRequest method. req, resp := client.UpdateBuildRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) UpdateFleetAttributes ¶
func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)
Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.UpdateFleetAttributesInput{ FleetId: aws.String("FleetId"), // Required Description: aws.String("NonZeroAndMaxString"), Name: aws.String("NonZeroAndMaxString"), NewGameSessionProtectionPolicy: aws.String("ProtectionPolicy"), } resp, err := svc.UpdateFleetAttributes(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateFleetAttributes method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the UpdateFleetAttributesRequest method. req, resp := client.UpdateFleetAttributesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) UpdateFleetCapacity ¶
func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)
Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.
If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift).
To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.UpdateFleetCapacityInput{ FleetId: aws.String("FleetId"), // Required DesiredInstances: aws.Int64(1), MaxSize: aws.Int64(1), MinSize: aws.Int64(1), } resp, err := svc.UpdateFleetCapacity(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateFleetCapacity method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the UpdateFleetCapacityRequest method. req, resp := client.UpdateFleetCapacityRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) UpdateFleetPortSettings ¶
func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)
Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.UpdateFleetPortSettingsInput{ FleetId: aws.String("FleetId"), // Required InboundPermissionAuthorizations: []*gamelift.IpPermission{ { // Required FromPort: aws.Int64(1), // Required IpRange: aws.String("NonBlankString"), // Required Protocol: aws.String("IpProtocol"), // Required ToPort: aws.Int64(1), // Required }, // More values... }, InboundPermissionRevocations: []*gamelift.IpPermission{ { // Required FromPort: aws.Int64(1), // Required IpRange: aws.String("NonBlankString"), // Required Protocol: aws.String("IpProtocol"), // Required ToPort: aws.Int64(1), // Required }, // More values... }, } resp, err := svc.UpdateFleetPortSettings(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateFleetPortSettings method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the UpdateFleetPortSettingsRequest method. req, resp := client.UpdateFleetPortSettingsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) UpdateGameSession ¶
func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)
Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.UpdateGameSessionInput{ GameSessionId: aws.String("GameSessionId"), // Required MaximumPlayerSessionCount: aws.Int64(1), Name: aws.String("NonZeroAndMaxString"), PlayerSessionCreationPolicy: aws.String("PlayerSessionCreationPolicy"), ProtectionPolicy: aws.String("ProtectionPolicy"), } resp, err := svc.UpdateGameSession(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateGameSession method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the UpdateGameSessionRequest method. req, resp := client.UpdateGameSessionRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
func (*GameLift) UpdateRuntimeConfiguration ¶ added in v1.2.1
func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)
Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.
To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.
Each instance in a GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in GameLift's normal process recycling activity.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { sess, err := session.NewSession() if err != nil { fmt.Println("failed to create session,", err) return } svc := gamelift.New(sess) params := &gamelift.UpdateRuntimeConfigurationInput{ FleetId: aws.String("FleetId"), // Required RuntimeConfiguration: &gamelift.RuntimeConfiguration{ // Required ServerProcesses: []*gamelift.ServerProcess{ { // Required ConcurrentExecutions: aws.Int64(1), // Required LaunchPath: aws.String("NonZeroAndMaxString"), // Required Parameters: aws.String("NonZeroAndMaxString"), }, // More values... }, }, } resp, err := svc.UpdateRuntimeConfiguration(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) UpdateRuntimeConfigurationRequest ¶ added in v1.2.1
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 can be used to capture response data after the request's "Send" method is called.
Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateRuntimeConfiguration method directly instead.
Note: You must call the "Send" method on the returned request object in order to execute the request.
// Example sending a request using the UpdateRuntimeConfigurationRequest method. req, resp := client.UpdateRuntimeConfigurationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
type GameProperty ¶
type GameProperty struct { Key *string `type:"string" required:"true"` Value *string `type:"string" required:"true"` // contains filtered or unexported fields }
Set of key-value pairs containing information a server process requires to set up a game session. This object allows you to pass in any set of data needed for your game. For more information, see the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/).
func (GameProperty) GoString ¶
func (s GameProperty) GoString() string
GoString returns the string representation
func (GameProperty) String ¶
func (s GameProperty) String() string
String returns the string representation
func (*GameProperty) Validate ¶ added in v1.1.21
func (s *GameProperty) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GameSession ¶
type GameSession struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Number of players currently in the game session. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Set of custom properties for the game session. GameProperties []*GameProperty `type:"list"` // Unique identifier for a game session. GameSessionId *string `type:"string"` // IP address of the game session. To connect to a GameLift server process, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Maximum number of players allowed in the game session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label associated with a game session. Session names do not need // to be unique. Name *string `min:"1" type:"string"` // Indicates whether or not the game session is accepting new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Port number for the game session. To connect to a GameLift server process, // an app needs both the IP address and port number. Port *int64 `min:"1025" type:"integer"` // Current status of the game session. A game session must be in an ACTIVE status // to have player sessions. Status *string `type:"string" enum:"GameSessionStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Properties describing a game session.
func (GameSession) GoString ¶
func (s GameSession) GoString() string
GoString returns the string representation
func (GameSession) String ¶
func (s GameSession) String() string
String returns the string representation
type GameSessionDetail ¶ added in v1.1.10
type GameSessionDetail struct { // Properties describing 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 and the protection policy currently in force.
func (GameSessionDetail) GoString ¶ added in v1.1.10
func (s GameSessionDetail) GoString() string
GoString returns the string representation
func (GameSessionDetail) String ¶ added in v1.1.10
func (s GameSessionDetail) String() string
String returns the string representation
type GetGameSessionLogUrlInput ¶
type GetGameSessionLogUrlInput struct { // Unique identifier for a game session. Specify the game session you want to // get logs for. GameSessionId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (GetGameSessionLogUrlInput) GoString ¶
func (s GetGameSessionLogUrlInput) GoString() string
GoString returns the string representation
func (GetGameSessionLogUrlInput) String ¶
func (s GetGameSessionLogUrlInput) String() string
String returns the string representation
func (*GetGameSessionLogUrlInput) Validate ¶ added in v1.1.21
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. PreSignedUrl *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (GetGameSessionLogUrlOutput) GoString ¶
func (s GetGameSessionLogUrlOutput) GoString() string
GoString returns the string representation
func (GetGameSessionLogUrlOutput) String ¶
func (s GetGameSessionLogUrlOutput) String() string
String returns the string representation
type IpPermission ¶
type IpPermission struct { // Starting value for a range of allowed port numbers. FromPort *int64 `min:"1025" type:"integer" required:"true"` // Range of allowed IP addresses. This value must be expressed in CIDR notation // (https://tools.ietf.org/id/cidr). Example: "000.000.000.000/[subnet mask]" // or optionally the shortened version "0.0.0.0/[subnet mask]". IpRange *string `type:"string" required:"true"` // Network communication protocol used by the fleet. Protocol *string `type:"string" required:"true" enum:"IpProtocol"` // Ending value for a range of allowed port numbers. Port numbers are end-inclusive. // This value must be higher than FromPort. ToPort *int64 `min:"1025" 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 GameLift. Each game session hosted on a fleet is assigned a unique combination of IP address and port number, which must fall into the fleet's allowed ranges. This combination is included in the GameSession object.
func (IpPermission) GoString ¶
func (s IpPermission) GoString() string
GoString returns the string representation
func (IpPermission) String ¶
func (s IpPermission) String() string
String returns the string representation
func (*IpPermission) Validate ¶ added in v1.1.21
func (s *IpPermission) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListAliasesInput ¶
type ListAliasesInput struct { // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Descriptive label associated with an alias. Alias names do not need to be // unique. Name *string `min:"1" type:"string"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Type of routing to filter results on. Use this parameter to retrieve only // aliases of a certain type. To retrieve all aliases, leave this parameter // empty. // // Possible routing types include the following: // // SIMPLE – The alias resolves to one specific fleet. Use this type when routing // to active fleets.TERMINAL – The alias does not resolve to a fleet but instead // can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. RoutingStrategyType *string `type:"string" enum:"RoutingStrategyType"` // contains filtered or unexported fields }
Represents the input for a request action.
func (ListAliasesInput) GoString ¶
func (s ListAliasesInput) GoString() string
GoString returns the string representation
func (ListAliasesInput) String ¶
func (s ListAliasesInput) String() string
String returns the string representation
func (*ListAliasesInput) Validate ¶ added in v1.1.21
func (s *ListAliasesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListAliasesOutput ¶
type ListAliasesOutput struct { // Collection of alias records that match the list request. Aliases []*Alias `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (ListAliasesOutput) GoString ¶
func (s ListAliasesOutput) GoString() string
GoString returns the string representation
func (ListAliasesOutput) String ¶
func (s ListAliasesOutput) String() string
String returns the string representation
type ListBuildsInput ¶
type ListBuildsInput struct { // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Build status to filter results by. To retrieve all builds, leave this parameter // empty. // // Possible build statuses include the following: // // INITIALIZED – A new build has been defined, but no files have been uploaded. // You cannot create fleets for builds that are in this status. When a build // is successfully created, the build status is set to this value. READY – The // game build has been successfully uploaded. You can now create new fleets // for this build.FAILED – The game build upload failed. You cannot create new // fleets for this build. Status *string `type:"string" enum:"BuildStatus"` // contains filtered or unexported fields }
Represents the input for a request action.
func (ListBuildsInput) GoString ¶
func (s ListBuildsInput) GoString() string
GoString returns the string representation
func (ListBuildsInput) String ¶
func (s ListBuildsInput) String() string
String returns the string representation
func (*ListBuildsInput) Validate ¶ added in v1.1.21
func (s *ListBuildsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListBuildsOutput ¶
type ListBuildsOutput struct { // Collection of build records that match the request. Builds []*Build `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (ListBuildsOutput) GoString ¶
func (s ListBuildsOutput) GoString() string
GoString returns the string representation
func (ListBuildsOutput) String ¶
func (s ListBuildsOutput) String() string
String returns the string representation
type ListFleetsInput ¶
type ListFleetsInput struct { // Unique identifier of the build to return fleets for. Use this parameter to // return only fleets using the specified build. To retrieve all fleets, leave // this parameter empty. BuildId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (ListFleetsInput) GoString ¶
func (s ListFleetsInput) GoString() string
GoString returns the string representation
func (ListFleetsInput) String ¶
func (s ListFleetsInput) String() string
String returns the string representation
func (*ListFleetsInput) Validate ¶ added in v1.1.21
func (s *ListFleetsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListFleetsOutput ¶
type ListFleetsOutput struct { // Set of fleet IDs matching the list request. You can retrieve additional information // about all returned fleets by passing this result set to a call to DescribeFleetAttributes, // DescribeFleetCapacity, and DescribeFleetUtilization. FleetIds []*string `min:"1" type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (ListFleetsOutput) GoString ¶
func (s ListFleetsOutput) GoString() string
GoString returns the string representation
func (ListFleetsOutput) String ¶
func (s ListFleetsOutput) String() string
String returns the string representation
type PlayerSession ¶
type PlayerSession struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Unique identifier for a game session. GameSessionId *string `type:"string"` // Game session IP address. All player sessions reference the game session location. IpAddress *string `type:"string"` // Unique identifier for a player. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // Port number for the game session. To connect to a GameLift server process, // an app needs both the IP address and port number. Port *int64 `min:"1025" type:"integer"` // Current status of the player session. // // Possible player session statuses include the following: // // RESERVED – The player session request has been received, but the player // has not yet connected to the server process and/or been validated. ACTIVE // – The player has been validated by the server process and is currently connected.COMPLETED // – The player connection has been dropped.TIMEDOUT – A player session request // was received, but the player did not connect and/or was not validated within // the time-out limit (60 seconds). Status *string `type:"string" enum:"PlayerSessionStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (ex: "1469498468.057". TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Properties describing a player session.
func (PlayerSession) GoString ¶
func (s PlayerSession) GoString() string
GoString returns the string representation
func (PlayerSession) String ¶
func (s PlayerSession) String() string
String returns the string representation
type PutScalingPolicyInput ¶ added in v1.1.10
type PutScalingPolicyInput struct { // Comparison operator to use when measuring the metric against the threshold // value. ComparisonOperator *string `type:"string" required:"true" enum:"ComparisonOperatorType"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer" required:"true"` // Unique identity for the fleet to scale with this policy. FleetId *string `type:"string" required:"true"` // Name of the Amazon GameLift-defined metric that is used to trigger an adjustment. // // ActivatingGameSessions – number of game sessions in the process of being // created (game session status = ACTIVATING). ActiveGameSessions – number // of game sessions currently running (game session status = ACTIVE). CurrentPlayerSessions // – number of active or reserved player sessions (player session status = ACTIVE // or RESERVED). AvailablePlayerSessions – number of player session slots // currently available in active game sessions across the fleet, calculated // by subtracting a game session's current player session count from its maximum // player session count. This number includes game sessions that are not currently // accepting players (game session PlayerSessionCreationPolicy = DENY_ALL). // ActiveInstances – number of instances currently running a game session. // IdleInstances – number of instances not currently running a game session. MetricName *string `type:"string" required:"true" enum:"MetricName"` // Descriptive label associated with a scaling policy. Policy names do not need // to be unique. A fleet can have only one scaling policy with the same name. Name *string `min:"1" type:"string" required:"true"` // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer" required:"true"` // Type of adjustment to make to a fleet's instance count (see FleetCapacity): // // ChangeInCapacity – add (or subtract) the scaling adjustment value from // the current instance count. Positive values scale up while negative values // scale down. ExactCapacity – set the instance count to the scaling adjustment // value. PercentChangeInCapacity – increase or reduce the current instance // count by the scaling adjustment, read as a percentage. Positive values scale // up while negative values scale down; for example, a value of "-10" scales // the fleet down by 10%. ScalingAdjustmentType *string `type:"string" required:"true" enum:"ScalingAdjustmentType"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (PutScalingPolicyInput) GoString ¶ added in v1.1.10
func (s PutScalingPolicyInput) GoString() string
GoString returns the string representation
func (PutScalingPolicyInput) String ¶ added in v1.1.10
func (s PutScalingPolicyInput) String() string
String returns the string representation
func (*PutScalingPolicyInput) Validate ¶ added in v1.1.21
func (s *PutScalingPolicyInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type PutScalingPolicyOutput ¶ added in v1.1.10
type PutScalingPolicyOutput struct { // Descriptive label associated with a 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 action.
func (PutScalingPolicyOutput) GoString ¶ added in v1.1.10
func (s PutScalingPolicyOutput) GoString() string
GoString returns the string representation
func (PutScalingPolicyOutput) String ¶ added in v1.1.10
func (s PutScalingPolicyOutput) String() string
String returns the string representation
type RequestUploadCredentialsInput ¶
type RequestUploadCredentialsInput struct { // Unique identifier for the build you want to get credentials for. BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (RequestUploadCredentialsInput) GoString ¶
func (s RequestUploadCredentialsInput) GoString() string
GoString returns the string representation
func (RequestUploadCredentialsInput) String ¶
func (s RequestUploadCredentialsInput) String() string
String returns the string representation
func (*RequestUploadCredentialsInput) Validate ¶ added in v1.1.21
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"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (RequestUploadCredentialsOutput) GoString ¶
func (s RequestUploadCredentialsOutput) GoString() string
GoString returns the string representation
func (RequestUploadCredentialsOutput) String ¶
func (s RequestUploadCredentialsOutput) String() string
String returns the string representation
type ResolveAliasInput ¶
type ResolveAliasInput struct { // Unique identifier for the alias you want to resolve. AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (ResolveAliasInput) GoString ¶
func (s ResolveAliasInput) GoString() string
GoString returns the string representation
func (ResolveAliasInput) String ¶
func (s ResolveAliasInput) String() string
String returns the string representation
func (*ResolveAliasInput) Validate ¶ added in v1.1.21
func (s *ResolveAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ResolveAliasOutput ¶
type ResolveAliasOutput struct { // Fleet ID associated with the requested alias. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (ResolveAliasOutput) GoString ¶
func (s ResolveAliasOutput) GoString() string
GoString returns the string representation
func (ResolveAliasOutput) String ¶
func (s ResolveAliasOutput) String() string
String returns the string representation
type RoutingStrategy ¶
type RoutingStrategy struct { // Unique identifier for a fleet. FleetId *string `type:"string"` // Message text to be used with a terminal routing strategy. Message *string `type:"string"` // Type of routing strategy. // // Possible routing types include the following: // // SIMPLE – The alias resolves to one specific fleet. Use this type when routing // to active fleets.TERMINAL – The alias does not resolve to a fleet but instead // can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. Type *string `type:"string" enum:"RoutingStrategyType"` // contains filtered or unexported fields }
Routing configuration for a fleet alias.
func (RoutingStrategy) GoString ¶
func (s RoutingStrategy) GoString() string
GoString returns the string representation
func (RoutingStrategy) String ¶
func (s RoutingStrategy) String() string
String returns the string representation
type RuntimeConfiguration ¶ added in v1.2.1
type RuntimeConfiguration struct { // Collection of server process configurations describing what server processes // to run on each instance in a fleet ServerProcesses []*ServerProcess `min:"1" type:"list"` // contains filtered or unexported fields }
Collection of server process configurations that describe what processes should be run on each instance in a fleet. An instance can launch and maintain multiple server processes based on the runtime configuration; it regularly checks for an updated runtime configuration and starts new server processes to match the latest version.
The key purpose of a runtime configuration with multiple server process configurations is to be able to run more than one kind of game server in a single fleet. You can include configurations for more than one server executable in order to run two or more different programs to run on the same instance. This option might be useful, for example, to run more than one version of your game server on the same fleet. Another option is to specify configurations for the same server executable but with different launch parameters.
A GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes specified in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object in the runtime configuration.
func (RuntimeConfiguration) GoString ¶ added in v1.2.1
func (s RuntimeConfiguration) GoString() string
GoString returns the string representation
func (RuntimeConfiguration) String ¶ added in v1.2.1
func (s RuntimeConfiguration) String() string
String returns the string representation
func (*RuntimeConfiguration) Validate ¶ added in v1.2.1
func (s *RuntimeConfiguration) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type S3Location ¶
type S3Location struct { // Amazon S3 bucket identifier. Bucket *string `min:"1" type:"string"` // Amazon S3 bucket key. Key *string `min:"1" type:"string"` // Amazon resource number for the cross-account access role that allows GameLift // access to the S3 bucket. RoleArn *string `min:"1" type:"string"` // contains filtered or unexported fields }
Location in Amazon Simple Storage Service (Amazon S3) where a build's files are stored. This location is assigned in response to a CreateBuild call, and is always in the same region as the service used to create the build. For more details see the Amazon S3 documentation (http://aws.amazon.com/documentation/s3/).
func (S3Location) GoString ¶
func (s S3Location) GoString() string
GoString returns the string representation
func (S3Location) String ¶
func (s S3Location) String() string
String returns the string representation
func (*S3Location) Validate ¶ added in v1.1.21
func (s *S3Location) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ScalingPolicy ¶ added in v1.1.10
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"` // Unique identity for the fleet associated with this scaling policy. FleetId *string `type:"string"` // Name of the GameLift-defined metric that is used to trigger an adjustment. // // ActivatingGameSessions – number of game sessions in the process of being // created (game session status = ACTIVATING). ActiveGameSessions – number // of game sessions currently running (game session status = ACTIVE). CurrentPlayerSessions // – number of active or reserved player sessions (player session status = ACTIVE // or RESERVED). AvailablePlayerSessions – number of player session slots // currently available in active game sessions across the fleet, calculated // by subtracting a game session's current player session count from its maximum // player session count. This number does include game sessions that are not // currently accepting players (game session PlayerSessionCreationPolicy = DENY_ALL). // ActiveInstances – number of instances currently running a game session. // IdleInstances – number of instances not currently running a game session. MetricName *string `type:"string" enum:"MetricName"` // Descriptive label associated with a scaling policy. Policy names do not need // to be unique. Name *string `min:"1" type:"string"` // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer"` // Type of adjustment to make to a fleet's instance count (see FleetCapacity): // // ChangeInCapacity – add (or subtract) the scaling adjustment value from // the current instance count. Positive values scale up while negative values // scale down. ExactCapacity – set the instance count to the scaling adjustment // value. PercentChangeInCapacity – increase or reduce the current instance // count by the scaling adjustment, read as a percentage. Positive values scale // up while negative values scale down. ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"` // Current status of the scaling policy. The scaling policy is only in force // when in an ACTIVE status. // // ACTIVE – The scaling policy is currently in force. UPDATE_REQUESTED – // A request to update the scaling policy has been received. UPDATING – A change // is being made to the scaling policy. DELETE_REQUESTED – A request to delete // the scaling policy has been received. DELETING – The scaling policy is being // deleted. DELETED – The scaling policy has been deleted. ERROR – An error // occurred in creating the policy. It should be removed and recreated. Status *string `type:"string" enum:"ScalingStatusType"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` // 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.
func (ScalingPolicy) GoString ¶ added in v1.1.10
func (s ScalingPolicy) GoString() string
GoString returns the string representation
func (ScalingPolicy) String ¶ added in v1.1.10
func (s ScalingPolicy) String() string
String returns the string representation
type SearchGameSessionsInput ¶ added in v1.3.1
type SearchGameSessionsInput struct { // Unique identifier for a fleet alias. Each request must reference either a // fleet ID or alias ID, but not both. AliasId *string `type:"string"` // String containing the search criteria for the session search. If no filter // expression is included, the request returns results for all game sessions // in the fleet that are in ACTIVE status. // // A filter expression can contain one or multiple conditions. Each condition // consists of the following: // // Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, hasAvailablePlayerSessions. // Comparator -- Valid comparators are: =, <>, <, >, <=, >=. // Value -- Value to be searched for. Values can be numbers, boolean values // (true/false) or strings. String values are case sensitive, enclosed in single // quotes. Special characters must be escaped. Boolean and string values can // only be used with the comparators = and <>. For example, the following // filter expression searches on gameSessionName: "FilterExpression": "gameSessionName // = 'Matt\\'s Awesome Game 1'". To chain multiple conditions in a single // expression, use the logical keywords AND, OR, and NOT and parentheses as // needed. For example: x AND y AND NOT z, NOT (x OR y). // // Session search evaluates conditions from left to right using the following // precedence rules: // // =, <>, <, >, <=, >= Parentheses NOT AND OR For example, // this filter expression retrieves game sessions hosting at least ten players // that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true". FilterExpression *string `min:"1" type:"string"` // Unique identifier for a fleet. Each request must reference either a fleet // ID or alias ID, but not both. FleetId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. The maximum number of results returned // is 20, even if this value is not set or is set higher than 20. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Instructions on how to sort the search results. If no sort expression is // included, the request returns results in random order. A sort expression // consists of the following elements: // // Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, hasAvailablePlayerSessions. // Order -- Valid sort orders are ASC (ascending) and DESC (descending). For // example, this sort expression returns the oldest active sessions first: "SortExpression": // "creationTimeMillis ASC". Results with a null value for the sort operand // are returned at the end of the list. SortExpression *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (SearchGameSessionsInput) GoString ¶ added in v1.3.1
func (s SearchGameSessionsInput) GoString() string
GoString returns the string representation
func (SearchGameSessionsInput) String ¶ added in v1.3.1
func (s SearchGameSessionsInput) String() string
String returns the string representation
func (*SearchGameSessionsInput) Validate ¶ added in v1.3.1
func (s *SearchGameSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type SearchGameSessionsOutput ¶ added in v1.3.1
type SearchGameSessionsOutput struct { // Collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (SearchGameSessionsOutput) GoString ¶ added in v1.3.1
func (s SearchGameSessionsOutput) GoString() string
GoString returns the string representation
func (SearchGameSessionsOutput) String ¶ added in v1.3.1
func (s SearchGameSessionsOutput) String() string
String returns the string representation
type ServerProcess ¶ added in v1.2.1
type ServerProcess struct { // Number of server processes using this configuration to run concurrently on // an instance. ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` // Location in the game build of the server executable. All game builds are // installed on instances at the root C:\game\..., so an executable file located // at MyGame\latest\server.exe has a launch path of "C:\game\MyGame\latest\server.exe". LaunchPath *string `min:"1" type:"string" required:"true"` // Optional list of parameters to pass to the server executable on launch. Parameters *string `min:"1" type:"string"` // contains filtered or unexported fields }
A set of instructions for launching server processes on each instance in a fleet. Each instruction set identifies the location of the server executable, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's RuntimeConfiguration.
func (ServerProcess) GoString ¶ added in v1.2.1
func (s ServerProcess) GoString() string
GoString returns the string representation
func (ServerProcess) String ¶ added in v1.2.1
func (s ServerProcess) String() string
String returns the string representation
func (*ServerProcess) Validate ¶ added in v1.2.1
func (s *ServerProcess) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateAliasInput ¶
type UpdateAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to update. AliasId *string `type:"string" required:"true"` // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label associated with an alias. Alias names do not need to be // unique. Name *string `min:"1" type:"string"` // Object specifying the fleet and routing type to use for the alias. RoutingStrategy *RoutingStrategy `type:"structure"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateAliasInput) GoString ¶
func (s UpdateAliasInput) GoString() string
GoString returns the string representation
func (UpdateAliasInput) String ¶
func (s UpdateAliasInput) String() string
String returns the string representation
func (*UpdateAliasInput) Validate ¶ added in v1.1.21
func (s *UpdateAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateAliasOutput ¶
type UpdateAliasOutput struct { // Object containing the updated alias configuration. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateAliasOutput) GoString ¶
func (s UpdateAliasOutput) GoString() string
GoString returns the string representation
func (UpdateAliasOutput) String ¶
func (s UpdateAliasOutput) String() string
String returns the string representation
type UpdateBuildInput ¶
type UpdateBuildInput struct { // Unique identifier of the build you want to update. BuildId *string `type:"string" required:"true"` // Descriptive label associated with a build. Build names do not need to be // unique. Name *string `min:"1" type:"string"` // Version associated with this build. Version strings do not need to be unique // to a build. Version *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateBuildInput) GoString ¶
func (s UpdateBuildInput) GoString() string
GoString returns the string representation
func (UpdateBuildInput) String ¶
func (s UpdateBuildInput) String() string
String returns the string representation
func (*UpdateBuildInput) Validate ¶ added in v1.1.21
func (s *UpdateBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateBuildOutput ¶
type UpdateBuildOutput struct { // Object containing the updated build record. Build *Build `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateBuildOutput) GoString ¶
func (s UpdateBuildOutput) GoString() string
GoString returns the string representation
func (UpdateBuildOutput) String ¶
func (s UpdateBuildOutput) String() string
String returns the string representation
type UpdateFleetAttributesInput ¶
type UpdateFleetAttributesInput struct { // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Unique identifier for the fleet you want to update attribute metadata for. FleetId *string `type:"string" required:"true"` // Descriptive label associated with a fleet. Fleet names do not need to be // unique. Name *string `min:"1" type:"string"` // Game session protection policy to apply to all new instances created in this // fleet. Instances that already exist are not affected. You can set protection // for individual instances using UpdateGameSession. // // NoProtection – The game session can be terminated during a scale-down event. // FullProtection – If the game session is in an ACTIVE status, it cannot be // terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateFleetAttributesInput) GoString ¶
func (s UpdateFleetAttributesInput) GoString() string
GoString returns the string representation
func (UpdateFleetAttributesInput) String ¶
func (s UpdateFleetAttributesInput) String() string
String returns the string representation
func (*UpdateFleetAttributesInput) Validate ¶ added in v1.1.21
func (s *UpdateFleetAttributesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetAttributesOutput ¶
type UpdateFleetAttributesOutput struct { // Unique identifier for the updated fleet. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateFleetAttributesOutput) GoString ¶
func (s UpdateFleetAttributesOutput) GoString() string
GoString returns the string representation
func (UpdateFleetAttributesOutput) String ¶
func (s UpdateFleetAttributesOutput) String() string
String returns the string representation
type UpdateFleetCapacityInput ¶
type UpdateFleetCapacityInput struct { // Number of EC2 instances you want this fleet to host. DesiredInstances *int64 `type:"integer"` // Unique identifier for the fleet you want to update capacity for. FleetId *string `type:"string" required:"true"` // Maximum value allowed for the fleet's instance count. Default if not set // is 1. MaxSize *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. Default if not set // is 0. MinSize *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateFleetCapacityInput) GoString ¶
func (s UpdateFleetCapacityInput) GoString() string
GoString returns the string representation
func (UpdateFleetCapacityInput) String ¶
func (s UpdateFleetCapacityInput) String() string
String returns the string representation
func (*UpdateFleetCapacityInput) Validate ¶ added in v1.1.21
func (s *UpdateFleetCapacityInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetCapacityOutput ¶
type UpdateFleetCapacityOutput struct { // Unique identifier for the updated fleet. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateFleetCapacityOutput) GoString ¶
func (s UpdateFleetCapacityOutput) GoString() string
GoString returns the string representation
func (UpdateFleetCapacityOutput) String ¶
func (s UpdateFleetCapacityOutput) String() string
String returns the string representation
type UpdateFleetPortSettingsInput ¶
type UpdateFleetPortSettingsInput struct { // Unique identifier for the fleet you want to update port settings for. FleetId *string `type:"string" required:"true"` // Collection of port settings to be added to the fleet record. InboundPermissionAuthorizations []*IpPermission `type:"list"` // Collection of port settings to be removed from the fleet record. InboundPermissionRevocations []*IpPermission `type:"list"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateFleetPortSettingsInput) GoString ¶
func (s UpdateFleetPortSettingsInput) GoString() string
GoString returns the string representation
func (UpdateFleetPortSettingsInput) String ¶
func (s UpdateFleetPortSettingsInput) String() string
String returns the string representation
func (*UpdateFleetPortSettingsInput) Validate ¶ added in v1.1.21
func (s *UpdateFleetPortSettingsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetPortSettingsOutput ¶
type UpdateFleetPortSettingsOutput struct { // Unique identifier for the updated fleet. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateFleetPortSettingsOutput) GoString ¶
func (s UpdateFleetPortSettingsOutput) GoString() string
GoString returns the string representation
func (UpdateFleetPortSettingsOutput) String ¶
func (s UpdateFleetPortSettingsOutput) String() string
String returns the string representation
type UpdateGameSessionInput ¶
type UpdateGameSessionInput struct { // Unique identifier for a game session. Specify the game session you want to // update. GameSessionId *string `type:"string" required:"true"` // Maximum number of players that can be simultaneously connected to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label associated with a game session. Session names do not need // to be unique. Name *string `min:"1" type:"string"` // Policy determining whether or not the game session accepts new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Game session protection policy to apply to this game session only. // // NoProtection – The game session can be terminated during a scale-down event. // FullProtection – If the game session is in an ACTIVE status, it cannot be // terminated during a scale-down event. ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateGameSessionInput) GoString ¶
func (s UpdateGameSessionInput) GoString() string
GoString returns the string representation
func (UpdateGameSessionInput) String ¶
func (s UpdateGameSessionInput) String() string
String returns the string representation
func (*UpdateGameSessionInput) Validate ¶ added in v1.1.21
func (s *UpdateGameSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateGameSessionOutput ¶
type UpdateGameSessionOutput struct { // Object containing the updated game session metadata. GameSession *GameSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateGameSessionOutput) GoString ¶
func (s UpdateGameSessionOutput) GoString() string
GoString returns the string representation
func (UpdateGameSessionOutput) String ¶
func (s UpdateGameSessionOutput) String() string
String returns the string representation
type UpdateRuntimeConfigurationInput ¶ added in v1.2.1
type UpdateRuntimeConfigurationInput struct { // Unique identifier of the fleet to update runtime configuration for. FleetId *string `type:"string" required:"true"` // Instructions for launching server processes on each instance in the fleet. // The runtime configuration for a fleet has a collection of server process // configurations, one for each type of server process to run on an instance. // A server process configuration specifies the location of the server executable, // launch parameters, and the number of concurrent processes with that configuration // to maintain on each instance. RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateRuntimeConfigurationInput) GoString ¶ added in v1.2.1
func (s UpdateRuntimeConfigurationInput) GoString() string
GoString returns the string representation
func (UpdateRuntimeConfigurationInput) String ¶ added in v1.2.1
func (s UpdateRuntimeConfigurationInput) String() string
String returns the string representation
func (*UpdateRuntimeConfigurationInput) Validate ¶ added in v1.2.1
func (s *UpdateRuntimeConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateRuntimeConfigurationOutput ¶ added in v1.2.1
type UpdateRuntimeConfigurationOutput struct { // The runtime configuration currently in force. If the update was successful, // this object matches the one in the request. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateRuntimeConfigurationOutput) GoString ¶ added in v1.2.1
func (s UpdateRuntimeConfigurationOutput) GoString() string
GoString returns the string representation
func (UpdateRuntimeConfigurationOutput) String ¶ added in v1.2.1
func (s UpdateRuntimeConfigurationOutput) String() string
String returns the string representation
Directories ¶
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Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code.
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Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code. |