Documentation ¶
Index ¶
- Constants
- type Client
- func (c *Client) CreateGameServerSession(request *CreateGameServerSessionRequest) (response *CreateGameServerSessionResponse, err error)
- func (c *Client) DescribeGameServerSessionDetails(request *DescribeGameServerSessionDetailsRequest) (response *DescribeGameServerSessionDetailsResponse, err error)
- func (c *Client) DescribeGameServerSessionPlacement(request *DescribeGameServerSessionPlacementRequest) (response *DescribeGameServerSessionPlacementResponse, err error)
- func (c *Client) DescribeGameServerSessions(request *DescribeGameServerSessionsRequest) (response *DescribeGameServerSessionsResponse, err error)
- func (c *Client) DescribeInstances(request *DescribeInstancesRequest) (response *DescribeInstancesResponse, err error)
- func (c *Client) DescribePlayerSessions(request *DescribePlayerSessionsRequest) (response *DescribePlayerSessionsResponse, err error)
- func (c *Client) GetGameServerSessionLogUrl(request *GetGameServerSessionLogUrlRequest) (response *GetGameServerSessionLogUrlResponse, err error)
- func (c *Client) GetInstanceAccess(request *GetInstanceAccessRequest) (response *GetInstanceAccessResponse, err error)
- func (c *Client) JoinGameServerSession(request *JoinGameServerSessionRequest) (response *JoinGameServerSessionResponse, err error)
- func (c *Client) SearchGameServerSessions(request *SearchGameServerSessionsRequest) (response *SearchGameServerSessionsResponse, err error)
- func (c *Client) StartGameServerSessionPlacement(request *StartGameServerSessionPlacementRequest) (response *StartGameServerSessionPlacementResponse, err error)
- func (c *Client) StopGameServerSessionPlacement(request *StopGameServerSessionPlacementRequest) (response *StopGameServerSessionPlacementResponse, err error)
- func (c *Client) UpdateGameServerSession(request *UpdateGameServerSessionRequest) (response *UpdateGameServerSessionResponse, err error)
- type CreateGameServerSessionRequest
- type CreateGameServerSessionResponse
- type Credentials
- type DescribeGameServerSessionDetailsRequest
- type DescribeGameServerSessionDetailsResponse
- type DescribeGameServerSessionPlacementRequest
- type DescribeGameServerSessionPlacementResponse
- type DescribeGameServerSessionsRequest
- type DescribeGameServerSessionsResponse
- type DescribeInstancesRequest
- type DescribeInstancesResponse
- type DescribePlayerSessionsRequest
- type DescribePlayerSessionsResponse
- type DesiredPlayerSession
- type GameProperty
- type GameServerSession
- type GameServerSessionDetail
- type GameServerSessionPlacement
- type GetGameServerSessionLogUrlRequest
- type GetGameServerSessionLogUrlResponse
- type GetInstanceAccessRequest
- type GetInstanceAccessResponse
- type Instance
- type InstanceAccess
- type JoinGameServerSessionRequest
- type JoinGameServerSessionResponse
- type PlacedPlayerSession
- type PlayerLatency
- type PlayerSession
- type SearchGameServerSessionsRequest
- type SearchGameServerSessionsResponse
- type StartGameServerSessionPlacementRequest
- type StartGameServerSessionPlacementResponse
- type StopGameServerSessionPlacementRequest
- type StopGameServerSessionPlacementResponse
- type UpdateGameServerSessionRequest
- type UpdateGameServerSessionResponse
Constants ¶
View Source
const APIVersion = "2019-11-12"
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Client ¶
func NewClient ¶
func NewClient(credential *common.Credential, region string, clientProfile *profile.ClientProfile) (client *Client, err error)
func NewClientWithSecretId ¶
Deprecated
func (*Client) CreateGameServerSession ¶
func (c *Client) CreateGameServerSession(request *CreateGameServerSessionRequest) (response *CreateGameServerSessionResponse, err error)
本接口(CreateGameServerSession)用于创建游戏服务会话
func (*Client) DescribeGameServerSessionDetails ¶
func (c *Client) DescribeGameServerSessionDetails(request *DescribeGameServerSessionDetailsRequest) (response *DescribeGameServerSessionDetailsResponse, err error)
本接口(DescribeGameServerSessionDetails)用于查询游戏服务器会话详情列表
func (*Client) DescribeGameServerSessionPlacement ¶
func (c *Client) DescribeGameServerSessionPlacement(request *DescribeGameServerSessionPlacementRequest) (response *DescribeGameServerSessionPlacementResponse, err error)
本接口(DescribeGameServerSessionPlacement)用于查询游戏服务器会话的放置
func (*Client) DescribeGameServerSessions ¶
func (c *Client) DescribeGameServerSessions(request *DescribeGameServerSessionsRequest) (response *DescribeGameServerSessionsResponse, err error)
本接口(DescribeGameServerSessions)用于查询游戏服务器会话列表
func (*Client) DescribeInstances ¶
func (c *Client) DescribeInstances(request *DescribeInstancesRequest) (response *DescribeInstancesResponse, err error)
用于查询服务器实例列表
func (*Client) DescribePlayerSessions ¶
func (c *Client) DescribePlayerSessions(request *DescribePlayerSessionsRequest) (response *DescribePlayerSessionsResponse, err error)
本接口(DescribePlayerSessions)用于获取玩家会话列表
func (*Client) GetGameServerSessionLogUrl ¶
func (c *Client) GetGameServerSessionLogUrl(request *GetGameServerSessionLogUrlRequest) (response *GetGameServerSessionLogUrlResponse, err error)
本接口(GetGameServerSessionLogUrl)用于获取游戏服务器会话的日志URL
func (*Client) GetInstanceAccess ¶
func (c *Client) GetInstanceAccess(request *GetInstanceAccessRequest) (response *GetInstanceAccessResponse, err error)
获取实例登录所需要的凭据
func (*Client) JoinGameServerSession ¶
func (c *Client) JoinGameServerSession(request *JoinGameServerSessionRequest) (response *JoinGameServerSessionResponse, err error)
本接口(JoinGameServerSession)用于加入游戏服务器会话
func (*Client) SearchGameServerSessions ¶
func (c *Client) SearchGameServerSessions(request *SearchGameServerSessionsRequest) (response *SearchGameServerSessionsResponse, err error)
本接口(SearchGameServerSessions)用于搜索游戏服务器会话列表
func (*Client) StartGameServerSessionPlacement ¶
func (c *Client) StartGameServerSessionPlacement(request *StartGameServerSessionPlacementRequest) (response *StartGameServerSessionPlacementResponse, err error)
本接口(StartGameServerSessionPlacement)用于开始放置游戏服务器会话
func (*Client) StopGameServerSessionPlacement ¶
func (c *Client) StopGameServerSessionPlacement(request *StopGameServerSessionPlacementRequest) (response *StopGameServerSessionPlacementResponse, err error)
本接口(StopGameServerSessionPlacement)用于停止放置游戏服务器会话
func (*Client) UpdateGameServerSession ¶
func (c *Client) UpdateGameServerSession(request *UpdateGameServerSessionRequest) (response *UpdateGameServerSessionResponse, err error)
本接口(UpdateGameServerSession)用于更新游戏服务器会话
type CreateGameServerSessionRequest ¶
type CreateGameServerSessionRequest struct { *tchttp.BaseRequest // 最大玩家数量 MaximumPlayerSessionCount *uint64 `json:"MaximumPlayerSessionCount,omitempty" name:"MaximumPlayerSessionCount"` // 别名ID AliasId *string `json:"AliasId,omitempty" name:"AliasId"` // 创建者ID CreatorId *string `json:"CreatorId,omitempty" name:"CreatorId"` // 舰队ID FleetId *string `json:"FleetId,omitempty" name:"FleetId"` // 游戏属性 GameProperties []*GameProperty `json:"GameProperties,omitempty" name:"GameProperties" list` // 游戏服务器会话属性详情 GameServerSessionData *string `json:"GameServerSessionData,omitempty" name:"GameServerSessionData"` // 游戏服务器会话自定义ID GameServerSessionId *string `json:"GameServerSessionId,omitempty" name:"GameServerSessionId"` // 幂等token IdempotencyToken *string `json:"IdempotencyToken,omitempty" name:"IdempotencyToken"` // 游戏服务器会话名称 Name *string `json:"Name,omitempty" name:"Name"` }
func NewCreateGameServerSessionRequest ¶
func NewCreateGameServerSessionRequest() (request *CreateGameServerSessionRequest)
func (*CreateGameServerSessionRequest) FromJsonString ¶
func (r *CreateGameServerSessionRequest) FromJsonString(s string) error
func (*CreateGameServerSessionRequest) ToJsonString ¶
func (r *CreateGameServerSessionRequest) ToJsonString() string
type CreateGameServerSessionResponse ¶
type CreateGameServerSessionResponse struct { *tchttp.BaseResponse Response *struct { // 游戏服务器会话 // 注意:此字段可能返回 null,表示取不到有效值。 GameServerSession *GameServerSession `json:"GameServerSession,omitempty" name:"GameServerSession"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewCreateGameServerSessionResponse ¶
func NewCreateGameServerSessionResponse() (response *CreateGameServerSessionResponse)
func (*CreateGameServerSessionResponse) FromJsonString ¶
func (r *CreateGameServerSessionResponse) FromJsonString(s string) error
func (*CreateGameServerSessionResponse) ToJsonString ¶
func (r *CreateGameServerSessionResponse) ToJsonString() string
type Credentials ¶
type DescribeGameServerSessionDetailsRequest ¶
type DescribeGameServerSessionDetailsRequest struct { *tchttp.BaseRequest // 别名ID AliasId *string `json:"AliasId,omitempty" name:"AliasId"` // 舰队ID FleetId *string `json:"FleetId,omitempty" name:"FleetId"` // 游戏服务器会话ID GameServerSessionId *string `json:"GameServerSessionId,omitempty" name:"GameServerSessionId"` // 单次查询记录数上限 Limit *uint64 `json:"Limit,omitempty" name:"Limit"` // 页偏移,用于查询下一页 NextToken *string `json:"NextToken,omitempty" name:"NextToken"` // 游戏服务器会话状态(ACTIVE,ACTIVATING,TERMINATED,TERMINATING,ERROR) StatusFilter *string `json:"StatusFilter,omitempty" name:"StatusFilter"` }
func NewDescribeGameServerSessionDetailsRequest ¶
func NewDescribeGameServerSessionDetailsRequest() (request *DescribeGameServerSessionDetailsRequest)
func (*DescribeGameServerSessionDetailsRequest) FromJsonString ¶
func (r *DescribeGameServerSessionDetailsRequest) FromJsonString(s string) error
func (*DescribeGameServerSessionDetailsRequest) ToJsonString ¶
func (r *DescribeGameServerSessionDetailsRequest) ToJsonString() string
type DescribeGameServerSessionDetailsResponse ¶
type DescribeGameServerSessionDetailsResponse struct { *tchttp.BaseResponse Response *struct { // 游戏服务器会话详情列表 // 注意:此字段可能返回 null,表示取不到有效值。 GameServerSessionDetails []*GameServerSessionDetail `json:"GameServerSessionDetails,omitempty" name:"GameServerSessionDetails" list` // 页偏移,用于查询下一页 // 注意:此字段可能返回 null,表示取不到有效值。 NextToken *string `json:"NextToken,omitempty" name:"NextToken"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewDescribeGameServerSessionDetailsResponse ¶
func NewDescribeGameServerSessionDetailsResponse() (response *DescribeGameServerSessionDetailsResponse)
func (*DescribeGameServerSessionDetailsResponse) FromJsonString ¶
func (r *DescribeGameServerSessionDetailsResponse) FromJsonString(s string) error
func (*DescribeGameServerSessionDetailsResponse) ToJsonString ¶
func (r *DescribeGameServerSessionDetailsResponse) ToJsonString() string
type DescribeGameServerSessionPlacementRequest ¶
type DescribeGameServerSessionPlacementRequest struct { *tchttp.BaseRequest // 游戏服务器会话放置的唯一标识符 PlacementId *string `json:"PlacementId,omitempty" name:"PlacementId"` }
func NewDescribeGameServerSessionPlacementRequest ¶
func NewDescribeGameServerSessionPlacementRequest() (request *DescribeGameServerSessionPlacementRequest)
func (*DescribeGameServerSessionPlacementRequest) FromJsonString ¶
func (r *DescribeGameServerSessionPlacementRequest) FromJsonString(s string) error
func (*DescribeGameServerSessionPlacementRequest) ToJsonString ¶
func (r *DescribeGameServerSessionPlacementRequest) ToJsonString() string
type DescribeGameServerSessionPlacementResponse ¶
type DescribeGameServerSessionPlacementResponse struct { *tchttp.BaseResponse Response *struct { // 游戏服务器会话放置 GameServerSessionPlacement *GameServerSessionPlacement `json:"GameServerSessionPlacement,omitempty" name:"GameServerSessionPlacement"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewDescribeGameServerSessionPlacementResponse ¶
func NewDescribeGameServerSessionPlacementResponse() (response *DescribeGameServerSessionPlacementResponse)
func (*DescribeGameServerSessionPlacementResponse) FromJsonString ¶
func (r *DescribeGameServerSessionPlacementResponse) FromJsonString(s string) error
func (*DescribeGameServerSessionPlacementResponse) ToJsonString ¶
func (r *DescribeGameServerSessionPlacementResponse) ToJsonString() string
type DescribeGameServerSessionsRequest ¶
type DescribeGameServerSessionsRequest struct { *tchttp.BaseRequest // 别名ID AliasId *string `json:"AliasId,omitempty" name:"AliasId"` // 舰队ID FleetId *string `json:"FleetId,omitempty" name:"FleetId"` // 游戏服务器会话ID GameServerSessionId *string `json:"GameServerSessionId,omitempty" name:"GameServerSessionId"` // 单次查询记录数上限 Limit *uint64 `json:"Limit,omitempty" name:"Limit"` // 页偏移,用于查询下一页 NextToken *string `json:"NextToken,omitempty" name:"NextToken"` // 游戏服务器会话状态 StatusFilter *string `json:"StatusFilter,omitempty" name:"StatusFilter"` }
func NewDescribeGameServerSessionsRequest ¶
func NewDescribeGameServerSessionsRequest() (request *DescribeGameServerSessionsRequest)
func (*DescribeGameServerSessionsRequest) FromJsonString ¶
func (r *DescribeGameServerSessionsRequest) FromJsonString(s string) error
func (*DescribeGameServerSessionsRequest) ToJsonString ¶
func (r *DescribeGameServerSessionsRequest) ToJsonString() string
type DescribeGameServerSessionsResponse ¶
type DescribeGameServerSessionsResponse struct { *tchttp.BaseResponse Response *struct { // 游戏服务器会话列表 // 注意:此字段可能返回 null,表示取不到有效值。 GameServerSessions []*GameServerSession `json:"GameServerSessions,omitempty" name:"GameServerSessions" list` // 页便宜,用于查询下一页 // 注意:此字段可能返回 null,表示取不到有效值。 NextToken *string `json:"NextToken,omitempty" name:"NextToken"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewDescribeGameServerSessionsResponse ¶
func NewDescribeGameServerSessionsResponse() (response *DescribeGameServerSessionsResponse)
func (*DescribeGameServerSessionsResponse) FromJsonString ¶
func (r *DescribeGameServerSessionsResponse) FromJsonString(s string) error
func (*DescribeGameServerSessionsResponse) ToJsonString ¶
func (r *DescribeGameServerSessionsResponse) ToJsonString() string
type DescribeInstancesRequest ¶
type DescribeInstancesRequest struct { *tchttp.BaseRequest // 服务部署ID FleetId *string `json:"FleetId,omitempty" name:"FleetId"` // 实例ID InstanceId *string `json:"InstanceId,omitempty" name:"InstanceId"` // 结果返回最大数量 Offset *uint64 `json:"Offset,omitempty" name:"Offset"` // 返回结果偏移 Limit *uint64 `json:"Limit,omitempty" name:"Limit"` }
func NewDescribeInstancesRequest ¶
func NewDescribeInstancesRequest() (request *DescribeInstancesRequest)
func (*DescribeInstancesRequest) FromJsonString ¶
func (r *DescribeInstancesRequest) FromJsonString(s string) error
func (*DescribeInstancesRequest) ToJsonString ¶
func (r *DescribeInstancesRequest) ToJsonString() string
type DescribeInstancesResponse ¶
type DescribeInstancesResponse struct { *tchttp.BaseResponse Response *struct { // 实例信息列表 // 注意:此字段可能返回 null,表示取不到有效值。 Instances []*Instance `json:"Instances,omitempty" name:"Instances" list` // 结果返回最大数量 // 注意:此字段可能返回 null,表示取不到有效值。 TotalCount *uint64 `json:"TotalCount,omitempty" name:"TotalCount"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewDescribeInstancesResponse ¶
func NewDescribeInstancesResponse() (response *DescribeInstancesResponse)
func (*DescribeInstancesResponse) FromJsonString ¶
func (r *DescribeInstancesResponse) FromJsonString(s string) error
func (*DescribeInstancesResponse) ToJsonString ¶
func (r *DescribeInstancesResponse) ToJsonString() string
type DescribePlayerSessionsRequest ¶
type DescribePlayerSessionsRequest struct { *tchttp.BaseRequest // 游戏服务器会话ID GameServerSessionId *string `json:"GameServerSessionId,omitempty" name:"GameServerSessionId"` // 单次查询记录数上限 Limit *uint64 `json:"Limit,omitempty" name:"Limit"` // 页偏移,用于查询下一页 NextToken *string `json:"NextToken,omitempty" name:"NextToken"` // 玩家ID PlayerId *string `json:"PlayerId,omitempty" name:"PlayerId"` // 玩家会话ID PlayerSessionId *string `json:"PlayerSessionId,omitempty" name:"PlayerSessionId"` // 玩家会话状态(RESERVED,ACTIVE,COMPLETED,TIMEDOUT) PlayerSessionStatusFilter *string `json:"PlayerSessionStatusFilter,omitempty" name:"PlayerSessionStatusFilter"` }
func NewDescribePlayerSessionsRequest ¶
func NewDescribePlayerSessionsRequest() (request *DescribePlayerSessionsRequest)
func (*DescribePlayerSessionsRequest) FromJsonString ¶
func (r *DescribePlayerSessionsRequest) FromJsonString(s string) error
func (*DescribePlayerSessionsRequest) ToJsonString ¶
func (r *DescribePlayerSessionsRequest) ToJsonString() string
type DescribePlayerSessionsResponse ¶
type DescribePlayerSessionsResponse struct { *tchttp.BaseResponse Response *struct { // 玩家会话列表 // 注意:此字段可能返回 null,表示取不到有效值。 PlayerSessions []*PlayerSession `json:"PlayerSessions,omitempty" name:"PlayerSessions" list` // 页偏移 // 注意:此字段可能返回 null,表示取不到有效值。 NextToken *string `json:"NextToken,omitempty" name:"NextToken"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewDescribePlayerSessionsResponse ¶
func NewDescribePlayerSessionsResponse() (response *DescribePlayerSessionsResponse)
func (*DescribePlayerSessionsResponse) FromJsonString ¶
func (r *DescribePlayerSessionsResponse) FromJsonString(s string) error
func (*DescribePlayerSessionsResponse) ToJsonString ¶
func (r *DescribePlayerSessionsResponse) ToJsonString() string
type DesiredPlayerSession ¶
type GameProperty ¶
type GameServerSession ¶
type GameServerSession struct { // 游戏服务器会话创建时间 CreationTime *string `json:"CreationTime,omitempty" name:"CreationTime"` // 创建者ID // 注意:此字段可能返回 null,表示取不到有效值。 CreatorId *string `json:"CreatorId,omitempty" name:"CreatorId"` // 当前玩家数量 CurrentPlayerSessionCount *uint64 `json:"CurrentPlayerSessionCount,omitempty" name:"CurrentPlayerSessionCount"` // CVM的DNS标识符 // 注意:此字段可能返回 null,表示取不到有效值。 DnsName *string `json:"DnsName,omitempty" name:"DnsName"` // 舰队ID FleetId *string `json:"FleetId,omitempty" name:"FleetId"` // 游戏属性 // 注意:此字段可能返回 null,表示取不到有效值。 GameProperties []*GameProperty `json:"GameProperties,omitempty" name:"GameProperties" list` // 游戏服务器会话属性详情 // 注意:此字段可能返回 null,表示取不到有效值。 GameServerSessionData *string `json:"GameServerSessionData,omitempty" name:"GameServerSessionData"` // 游戏服务器会话ID GameServerSessionId *string `json:"GameServerSessionId,omitempty" name:"GameServerSessionId"` // CVM IP地址 IpAddress *string `json:"IpAddress,omitempty" name:"IpAddress"` // 对战进程详情 // 注意:此字段可能返回 null,表示取不到有效值。 MatchmakerData *string `json:"MatchmakerData,omitempty" name:"MatchmakerData"` // 最大玩家数量 MaximumPlayerSessionCount *uint64 `json:"MaximumPlayerSessionCount,omitempty" name:"MaximumPlayerSessionCount"` // 游戏服务器会话名称 // 注意:此字段可能返回 null,表示取不到有效值。 Name *string `json:"Name,omitempty" name:"Name"` // 玩家会话创建策略 // 注意:此字段可能返回 null,表示取不到有效值。 PlayerSessionCreationPolicy *string `json:"PlayerSessionCreationPolicy,omitempty" name:"PlayerSessionCreationPolicy"` // 端口号 Port *uint64 `json:"Port,omitempty" name:"Port"` // 游戏服务器会话状态 Status *string `json:"Status,omitempty" name:"Status"` // 游戏服务器会话状态附加信息 // 注意:此字段可能返回 null,表示取不到有效值。 StatusReason *string `json:"StatusReason,omitempty" name:"StatusReason"` // 终止的时间 // 注意:此字段可能返回 null,表示取不到有效值。 TerminationTime *string `json:"TerminationTime,omitempty" name:"TerminationTime"` // 实例类型 // 注意:此字段可能返回 null,表示取不到有效值。 InstanceType *string `json:"InstanceType,omitempty" name:"InstanceType"` // 当前自定义数 // 注意:此字段可能返回 null,表示取不到有效值。 CurrentCustomCount *int64 `json:"CurrentCustomCount,omitempty" name:"CurrentCustomCount"` // 最大自定义数 // 注意:此字段可能返回 null,表示取不到有效值。 MaxCustomCount *int64 `json:"MaxCustomCount,omitempty" name:"MaxCustomCount"` // 权重 // 注意:此字段可能返回 null,表示取不到有效值。 Weight *int64 `json:"Weight,omitempty" name:"Weight"` // 会话可用性状态,是否被屏蔽 // 注意:此字段可能返回 null,表示取不到有效值。 AvailabilityStatus *string `json:"AvailabilityStatus,omitempty" name:"AvailabilityStatus"` }
type GameServerSessionDetail ¶
type GameServerSessionDetail struct { // 游戏服务器会话 GameServerSession *GameServerSession `json:"GameServerSession,omitempty" name:"GameServerSession"` // 保护策略,可选(NoProtection,FullProtection) // 注意:此字段可能返回 null,表示取不到有效值。 ProtectionPolicy *string `json:"ProtectionPolicy,omitempty" name:"ProtectionPolicy"` }
type GameServerSessionPlacement ¶
type GameServerSessionPlacement struct { // 部署Id PlacementId *string `json:"PlacementId,omitempty" name:"PlacementId"` // 服务部署组名称 GameServerSessionQueueName *string `json:"GameServerSessionQueueName,omitempty" name:"GameServerSessionQueueName"` // 玩家延迟 // 注意:此字段可能返回 null,表示取不到有效值。 PlayerLatencies []*PlayerLatency `json:"PlayerLatencies,omitempty" name:"PlayerLatencies" list` // 服务部署状态 Status *string `json:"Status,omitempty" name:"Status"` // 分配给正在运行游戏会话的实例的DNS标识符 // 注意:此字段可能返回 null,表示取不到有效值。 DnsName *string `json:"DnsName,omitempty" name:"DnsName"` // 游戏会话Id // 注意:此字段可能返回 null,表示取不到有效值。 GameServerSessionId *string `json:"GameServerSessionId,omitempty" name:"GameServerSessionId"` // 游戏会话名称 // 注意:此字段可能返回 null,表示取不到有效值。 GameServerSessionName *string `json:"GameServerSessionName,omitempty" name:"GameServerSessionName"` // 服务部署区域 // 注意:此字段可能返回 null,表示取不到有效值。 GameServerSessionRegion *string `json:"GameServerSessionRegion,omitempty" name:"GameServerSessionRegion"` // 游戏属性 // 注意:此字段可能返回 null,表示取不到有效值。 GameProperties []*GameProperty `json:"GameProperties,omitempty" name:"GameProperties" list` // 最大玩家数量 MaximumPlayerSessionCount *uint64 `json:"MaximumPlayerSessionCount,omitempty" name:"MaximumPlayerSessionCount"` // 游戏会话数据 // 注意:此字段可能返回 null,表示取不到有效值。 GameServerSessionData *string `json:"GameServerSessionData,omitempty" name:"GameServerSessionData"` // 运行游戏会话的实例的IP地址 // 注意:此字段可能返回 null,表示取不到有效值。 IpAddress *string `json:"IpAddress,omitempty" name:"IpAddress"` // 运行游戏会话的实例的端口号 // 注意:此字段可能返回 null,表示取不到有效值。 Port *uint64 `json:"Port,omitempty" name:"Port"` // 游戏匹配数据 // 注意:此字段可能返回 null,表示取不到有效值。 MatchmakerData *string `json:"MatchmakerData,omitempty" name:"MatchmakerData"` // 部署的玩家游戏数据 // 注意:此字段可能返回 null,表示取不到有效值。 PlacedPlayerSessions []*PlacedPlayerSession `json:"PlacedPlayerSessions,omitempty" name:"PlacedPlayerSessions" list` // 开始时间 StartTime *string `json:"StartTime,omitempty" name:"StartTime"` // 结束时间 // 注意:此字段可能返回 null,表示取不到有效值。 EndTime *string `json:"EndTime,omitempty" name:"EndTime"` }
type GetGameServerSessionLogUrlRequest ¶
type GetGameServerSessionLogUrlRequest struct { *tchttp.BaseRequest // 游戏服务器会话ID GameServerSessionId *string `json:"GameServerSessionId,omitempty" name:"GameServerSessionId"` }
func NewGetGameServerSessionLogUrlRequest ¶
func NewGetGameServerSessionLogUrlRequest() (request *GetGameServerSessionLogUrlRequest)
func (*GetGameServerSessionLogUrlRequest) FromJsonString ¶
func (r *GetGameServerSessionLogUrlRequest) FromJsonString(s string) error
func (*GetGameServerSessionLogUrlRequest) ToJsonString ¶
func (r *GetGameServerSessionLogUrlRequest) ToJsonString() string
type GetGameServerSessionLogUrlResponse ¶
type GetGameServerSessionLogUrlResponse struct { *tchttp.BaseResponse Response *struct { // 日志下载URL // 注意:此字段可能返回 null,表示取不到有效值。 PreSignedUrl *string `json:"PreSignedUrl,omitempty" name:"PreSignedUrl"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewGetGameServerSessionLogUrlResponse ¶
func NewGetGameServerSessionLogUrlResponse() (response *GetGameServerSessionLogUrlResponse)
func (*GetGameServerSessionLogUrlResponse) FromJsonString ¶
func (r *GetGameServerSessionLogUrlResponse) FromJsonString(s string) error
func (*GetGameServerSessionLogUrlResponse) ToJsonString ¶
func (r *GetGameServerSessionLogUrlResponse) ToJsonString() string
type GetInstanceAccessRequest ¶
type GetInstanceAccessRequest struct { *tchttp.BaseRequest // 服务部署Id FleetId *string `json:"FleetId,omitempty" name:"FleetId"` // 实例Id InstanceId *string `json:"InstanceId,omitempty" name:"InstanceId"` }
func NewGetInstanceAccessRequest ¶
func NewGetInstanceAccessRequest() (request *GetInstanceAccessRequest)
func (*GetInstanceAccessRequest) FromJsonString ¶
func (r *GetInstanceAccessRequest) FromJsonString(s string) error
func (*GetInstanceAccessRequest) ToJsonString ¶
func (r *GetInstanceAccessRequest) ToJsonString() string
type GetInstanceAccessResponse ¶
type GetInstanceAccessResponse struct { *tchttp.BaseResponse Response *struct { // 实例登录所需要的凭据 InstanceAccess *InstanceAccess `json:"InstanceAccess,omitempty" name:"InstanceAccess"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewGetInstanceAccessResponse ¶
func NewGetInstanceAccessResponse() (response *GetInstanceAccessResponse)
func (*GetInstanceAccessResponse) FromJsonString ¶
func (r *GetInstanceAccessResponse) FromJsonString(s string) error
func (*GetInstanceAccessResponse) ToJsonString ¶
func (r *GetInstanceAccessResponse) ToJsonString() string
type Instance ¶
type Instance struct { // 服务部署ID // 注意:此字段可能返回 null,表示取不到有效值。 FleetId *string `json:"FleetId,omitempty" name:"FleetId"` // 实例ID // 注意:此字段可能返回 null,表示取不到有效值。 InstanceId *string `json:"InstanceId,omitempty" name:"InstanceId"` // IP地址 // 注意:此字段可能返回 null,表示取不到有效值。 IpAddress *string `json:"IpAddress,omitempty" name:"IpAddress"` // dns // 注意:此字段可能返回 null,表示取不到有效值。 DnsName *string `json:"DnsName,omitempty" name:"DnsName"` // 操作系统 // 注意:此字段可能返回 null,表示取不到有效值。 OperatingSystem *string `json:"OperatingSystem,omitempty" name:"OperatingSystem"` // 状态 // 注意:此字段可能返回 null,表示取不到有效值。 Status *string `json:"Status,omitempty" name:"Status"` // 类型 // 注意:此字段可能返回 null,表示取不到有效值。 Type *string `json:"Type,omitempty" name:"Type"` // 创建时间 // 注意:此字段可能返回 null,表示取不到有效值。 CreateTime *string `json:"CreateTime,omitempty" name:"CreateTime"` }
type InstanceAccess ¶
type InstanceAccess struct { // 访问实例所需要的凭据 Credentials *Credentials `json:"Credentials,omitempty" name:"Credentials"` // 服务部署Id FleetId *string `json:"FleetId,omitempty" name:"FleetId"` // 实例ID InstanceId *string `json:"InstanceId,omitempty" name:"InstanceId"` // 实例公网IP IpAddress *string `json:"IpAddress,omitempty" name:"IpAddress"` // 操作系统 OperatingSystem *string `json:"OperatingSystem,omitempty" name:"OperatingSystem"` }
type JoinGameServerSessionRequest ¶
type JoinGameServerSessionRequest struct { *tchttp.BaseRequest // 游戏服务器会话ID GameServerSessionId *string `json:"GameServerSessionId,omitempty" name:"GameServerSessionId"` // 玩家ID PlayerId *string `json:"PlayerId,omitempty" name:"PlayerId"` // 玩家自定义信息 PlayerData *string `json:"PlayerData,omitempty" name:"PlayerData"` }
func NewJoinGameServerSessionRequest ¶
func NewJoinGameServerSessionRequest() (request *JoinGameServerSessionRequest)
func (*JoinGameServerSessionRequest) FromJsonString ¶
func (r *JoinGameServerSessionRequest) FromJsonString(s string) error
func (*JoinGameServerSessionRequest) ToJsonString ¶
func (r *JoinGameServerSessionRequest) ToJsonString() string
type JoinGameServerSessionResponse ¶
type JoinGameServerSessionResponse struct { *tchttp.BaseResponse Response *struct { // 玩家会话 // 注意:此字段可能返回 null,表示取不到有效值。 PlayerSession *PlayerSession `json:"PlayerSession,omitempty" name:"PlayerSession"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewJoinGameServerSessionResponse ¶
func NewJoinGameServerSessionResponse() (response *JoinGameServerSessionResponse)
func (*JoinGameServerSessionResponse) FromJsonString ¶
func (r *JoinGameServerSessionResponse) FromJsonString(s string) error
func (*JoinGameServerSessionResponse) ToJsonString ¶
func (r *JoinGameServerSessionResponse) ToJsonString() string
type PlacedPlayerSession ¶
type PlayerLatency ¶
type PlayerLatency struct { // 玩家Id // 注意:此字段可能返回 null,表示取不到有效值。 PlayerId *string `json:"PlayerId,omitempty" name:"PlayerId"` // 延迟对应的区域名称 // 注意:此字段可能返回 null,表示取不到有效值。 RegionIdentifier *string `json:"RegionIdentifier,omitempty" name:"RegionIdentifier"` // 毫秒级延迟 LatencyInMilliseconds *uint64 `json:"LatencyInMilliseconds,omitempty" name:"LatencyInMilliseconds"` }
type PlayerSession ¶
type PlayerSession struct { // 玩家会话创建时间 CreationTime *string `json:"CreationTime,omitempty" name:"CreationTime"` // 游戏服务器会话运行的DNS标识 // 注意:此字段可能返回 null,表示取不到有效值。 DnsName *string `json:"DnsName,omitempty" name:"DnsName"` // 舰队ID FleetId *string `json:"FleetId,omitempty" name:"FleetId"` // 游戏服务器会话ID GameServerSessionId *string `json:"GameServerSessionId,omitempty" name:"GameServerSessionId"` // 游戏服务器会话运行的CVM地址 IpAddress *string `json:"IpAddress,omitempty" name:"IpAddress"` // 玩家相关信息 // 注意:此字段可能返回 null,表示取不到有效值。 PlayerData *string `json:"PlayerData,omitempty" name:"PlayerData"` // 玩家ID // 注意:此字段可能返回 null,表示取不到有效值。 PlayerId *string `json:"PlayerId,omitempty" name:"PlayerId"` // 玩家会话ID PlayerSessionId *string `json:"PlayerSessionId,omitempty" name:"PlayerSessionId"` // 端口号 Port *uint64 `json:"Port,omitempty" name:"Port"` // 玩家会话的状态 Status *string `json:"Status,omitempty" name:"Status"` // 玩家会话终止时间 // 注意:此字段可能返回 null,表示取不到有效值。 TerminationTime *string `json:"TerminationTime,omitempty" name:"TerminationTime"` }
type SearchGameServerSessionsRequest ¶
type SearchGameServerSessionsRequest struct { *tchttp.BaseRequest // 别名ID AliasId *string `json:"AliasId,omitempty" name:"AliasId"` // 舰队ID FleetId *string `json:"FleetId,omitempty" name:"FleetId"` // 单次查询记录数上限 Limit *uint64 `json:"Limit,omitempty" name:"Limit"` // 页偏移,用于查询下一页 NextToken *string `json:"NextToken,omitempty" name:"NextToken"` // 搜索条件表达式,支持如下变量 // gameServerSessionName 游戏会话名称 String // gameServerSessionId 游戏会话ID String // maximumSessions 最大的玩家会话数 Number // creationTimeMillis 创建时间,单位:毫秒 Number // playerSessionCount 当前玩家会话数 Number // hasAvailablePlayerSessions 是否有可用玩家数 String 取值true或false // gameServerSessionProperties 游戏会话属性 String // // 表达式String类型 等于=,不等于<>判断 // 表示Number类型支持 =,<>,>,>=,<,<= FilterExpression *string `json:"FilterExpression,omitempty" name:"FilterExpression"` // 排序条件关键字 // 支持排序字段 // gameServerSessionName 游戏会话名称 String // gameServerSessionId 游戏会话ID String // maximumSessions 最大的玩家会话数 Number // creationTimeMillis 创建时间,单位:毫秒 Number // playerSessionCount 当前玩家会话数 Number SortExpression *string `json:"SortExpression,omitempty" name:"SortExpression"` }
func NewSearchGameServerSessionsRequest ¶
func NewSearchGameServerSessionsRequest() (request *SearchGameServerSessionsRequest)
func (*SearchGameServerSessionsRequest) FromJsonString ¶
func (r *SearchGameServerSessionsRequest) FromJsonString(s string) error
func (*SearchGameServerSessionsRequest) ToJsonString ¶
func (r *SearchGameServerSessionsRequest) ToJsonString() string
type SearchGameServerSessionsResponse ¶
type SearchGameServerSessionsResponse struct { *tchttp.BaseResponse Response *struct { // 游戏服务器会话列表 // 注意:此字段可能返回 null,表示取不到有效值。 GameServerSessions []*GameServerSession `json:"GameServerSessions,omitempty" name:"GameServerSessions" list` // 页偏移,用于查询下一页 // 注意:此字段可能返回 null,表示取不到有效值。 NextToken *string `json:"NextToken,omitempty" name:"NextToken"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewSearchGameServerSessionsResponse ¶
func NewSearchGameServerSessionsResponse() (response *SearchGameServerSessionsResponse)
func (*SearchGameServerSessionsResponse) FromJsonString ¶
func (r *SearchGameServerSessionsResponse) FromJsonString(s string) error
func (*SearchGameServerSessionsResponse) ToJsonString ¶
func (r *SearchGameServerSessionsResponse) ToJsonString() string
type StartGameServerSessionPlacementRequest ¶
type StartGameServerSessionPlacementRequest struct { *tchttp.BaseRequest // 开始部署游戏服务器会话的唯一标识符 PlacementId *string `json:"PlacementId,omitempty" name:"PlacementId"` // 游戏服务器会话队列名称 GameServerSessionQueueName *string `json:"GameServerSessionQueueName,omitempty" name:"GameServerSessionQueueName"` // 游戏服务器允许同时连接到游戏会话的最大玩家数量 MaximumPlayerSessionCount *uint64 `json:"MaximumPlayerSessionCount,omitempty" name:"MaximumPlayerSessionCount"` // 玩家游戏会话信息 DesiredPlayerSessions []*DesiredPlayerSession `json:"DesiredPlayerSessions,omitempty" name:"DesiredPlayerSessions" list` // 玩家游戏会话属性 GameProperties []*GameProperty `json:"GameProperties,omitempty" name:"GameProperties" list` // 游戏服务器会话数据 GameServerSessionData *string `json:"GameServerSessionData,omitempty" name:"GameServerSessionData"` // 游戏服务器会话名称 GameServerSessionName *string `json:"GameServerSessionName,omitempty" name:"GameServerSessionName"` // 玩家延迟 PlayerLatencies []*PlayerLatency `json:"PlayerLatencies,omitempty" name:"PlayerLatencies" list` }
func NewStartGameServerSessionPlacementRequest ¶
func NewStartGameServerSessionPlacementRequest() (request *StartGameServerSessionPlacementRequest)
func (*StartGameServerSessionPlacementRequest) FromJsonString ¶
func (r *StartGameServerSessionPlacementRequest) FromJsonString(s string) error
func (*StartGameServerSessionPlacementRequest) ToJsonString ¶
func (r *StartGameServerSessionPlacementRequest) ToJsonString() string
type StartGameServerSessionPlacementResponse ¶
type StartGameServerSessionPlacementResponse struct { *tchttp.BaseResponse Response *struct { // 游戏服务器会话放置 GameServerSessionPlacement *GameServerSessionPlacement `json:"GameServerSessionPlacement,omitempty" name:"GameServerSessionPlacement"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewStartGameServerSessionPlacementResponse ¶
func NewStartGameServerSessionPlacementResponse() (response *StartGameServerSessionPlacementResponse)
func (*StartGameServerSessionPlacementResponse) FromJsonString ¶
func (r *StartGameServerSessionPlacementResponse) FromJsonString(s string) error
func (*StartGameServerSessionPlacementResponse) ToJsonString ¶
func (r *StartGameServerSessionPlacementResponse) ToJsonString() string
type StopGameServerSessionPlacementRequest ¶
type StopGameServerSessionPlacementRequest struct { *tchttp.BaseRequest // 游戏服务器会话放置的唯一标识符 PlacementId *string `json:"PlacementId,omitempty" name:"PlacementId"` }
func NewStopGameServerSessionPlacementRequest ¶
func NewStopGameServerSessionPlacementRequest() (request *StopGameServerSessionPlacementRequest)
func (*StopGameServerSessionPlacementRequest) FromJsonString ¶
func (r *StopGameServerSessionPlacementRequest) FromJsonString(s string) error
func (*StopGameServerSessionPlacementRequest) ToJsonString ¶
func (r *StopGameServerSessionPlacementRequest) ToJsonString() string
type StopGameServerSessionPlacementResponse ¶
type StopGameServerSessionPlacementResponse struct { *tchttp.BaseResponse Response *struct { // 游戏服务器会话放置 GameServerSessionPlacement *GameServerSessionPlacement `json:"GameServerSessionPlacement,omitempty" name:"GameServerSessionPlacement"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewStopGameServerSessionPlacementResponse ¶
func NewStopGameServerSessionPlacementResponse() (response *StopGameServerSessionPlacementResponse)
func (*StopGameServerSessionPlacementResponse) FromJsonString ¶
func (r *StopGameServerSessionPlacementResponse) FromJsonString(s string) error
func (*StopGameServerSessionPlacementResponse) ToJsonString ¶
func (r *StopGameServerSessionPlacementResponse) ToJsonString() string
type UpdateGameServerSessionRequest ¶
type UpdateGameServerSessionRequest struct { *tchttp.BaseRequest // 游戏服务器会话ID GameServerSessionId *string `json:"GameServerSessionId,omitempty" name:"GameServerSessionId"` // 最大玩家数量 MaximumPlayerSessionCount *uint64 `json:"MaximumPlayerSessionCount,omitempty" name:"MaximumPlayerSessionCount"` // 游戏服务器会话名称 Name *string `json:"Name,omitempty" name:"Name"` // 玩家会话创建策略(ACCEPT_ALL,DENY_ALL) PlayerSessionCreationPolicy *string `json:"PlayerSessionCreationPolicy,omitempty" name:"PlayerSessionCreationPolicy"` // 保护策略(NoProtection,TimeLimitProtection,FullProtection) ProtectionPolicy *string `json:"ProtectionPolicy,omitempty" name:"ProtectionPolicy"` }
func NewUpdateGameServerSessionRequest ¶
func NewUpdateGameServerSessionRequest() (request *UpdateGameServerSessionRequest)
func (*UpdateGameServerSessionRequest) FromJsonString ¶
func (r *UpdateGameServerSessionRequest) FromJsonString(s string) error
func (*UpdateGameServerSessionRequest) ToJsonString ¶
func (r *UpdateGameServerSessionRequest) ToJsonString() string
type UpdateGameServerSessionResponse ¶
type UpdateGameServerSessionResponse struct { *tchttp.BaseResponse Response *struct { // 更新后的游戏会话 GameServerSession *GameServerSession `json:"GameServerSession,omitempty" name:"GameServerSession"` // 唯一请求 ID,每次请求都会返回。定位问题时需要提供该次请求的 RequestId。 RequestId *string `json:"RequestId,omitempty" name:"RequestId"` } `json:"Response"` }
func NewUpdateGameServerSessionResponse ¶
func NewUpdateGameServerSessionResponse() (response *UpdateGameServerSessionResponse)
func (*UpdateGameServerSessionResponse) FromJsonString ¶
func (r *UpdateGameServerSessionResponse) FromJsonString(s string) error
func (*UpdateGameServerSessionResponse) ToJsonString ¶
func (r *UpdateGameServerSessionResponse) ToJsonString() string
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