Documentation ¶
Overview ¶
Package gamelift provides the client and types for making API requests to Amazon GameLift.
Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Use Amazon GameLift for these tasks: (1) set up computing resources and deploy your game servers, (2) run game sessions and get players into games, (3) automatically scale your resources to meet player demand and manage costs, and (4) track in-depth metrics on game server performance and player usage.
When setting up hosting resources, you can deploy your custom game server or use the Amazon GameLift Realtime Servers. Realtime Servers gives you the ability to quickly stand up lightweight, efficient game servers with the core Amazon GameLift infrastructure already built in.
Get Amazon GameLift Tools and Resources ¶
This reference guide describes the low-level service API for Amazon GameLift and provides links to language-specific SDK reference topics. See also Amazon GameLift Tools and Resources (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-components.html).
API Summary ¶
The Amazon GameLift service API includes two key sets of actions:
Manage game sessions and player access -- Integrate this functionality into game client services in order to create new game sessions, retrieve information on existing game sessions; reserve a player slot in a game session, request matchmaking, etc.
Configure and manage game server resources -- Manage your Amazon GameLift hosting resources, including builds, scripts, fleets, queues, and aliases. Set up matchmakers, configure auto-scaling, retrieve game logs, and get hosting and game metrics.
Task-based list of API actions (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html)
See https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01 for more information on this service.
See gamelift package documentation for more information. https://docs.aws.amazon.com/sdk-for-go/api/service/gamelift/
Using the Client ¶
To use Amazon GameLift with the SDK use the New function to create a new service client. With that client you can make API requests to the service. These clients are safe to use concurrently.
See the SDK's documentation for more information on how to use the SDK. https://docs.aws.amazon.com/sdk-for-go/api/
See aws.Config documentation for more information on configuring SDK clients. https://docs.aws.amazon.com/sdk-for-go/api/aws/#Config
See the Amazon GameLift client for more information on creating client for this service. https://docs.aws.amazon.com/sdk-for-go/api/service/gamelift/#New
Index ¶
- Constants
- type AcceptMatchInput
- type AcceptMatchOutput
- type AcceptMatchRequest
- type AcceptMatchResponse
- type AcceptanceType
- type Alias
- type AttributeValue
- type AwsCredentials
- type BackfillMode
- type Build
- type BuildStatus
- type Client
- func (c *Client) AcceptMatchRequest(input *AcceptMatchInput) AcceptMatchRequest
- func (c *Client) CreateAliasRequest(input *CreateAliasInput) CreateAliasRequest
- func (c *Client) CreateBuildRequest(input *CreateBuildInput) CreateBuildRequest
- func (c *Client) CreateFleetRequest(input *CreateFleetInput) CreateFleetRequest
- func (c *Client) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) CreateGameSessionQueueRequest
- func (c *Client) CreateGameSessionRequest(input *CreateGameSessionInput) CreateGameSessionRequest
- func (c *Client) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) CreateMatchmakingConfigurationRequest
- func (c *Client) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) CreateMatchmakingRuleSetRequest
- func (c *Client) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) CreatePlayerSessionRequest
- func (c *Client) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) CreatePlayerSessionsRequest
- func (c *Client) CreateScriptRequest(input *CreateScriptInput) CreateScriptRequest
- func (c *Client) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) CreateVpcPeeringAuthorizationRequest
- func (c *Client) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) CreateVpcPeeringConnectionRequest
- func (c *Client) DeleteAliasRequest(input *DeleteAliasInput) DeleteAliasRequest
- func (c *Client) DeleteBuildRequest(input *DeleteBuildInput) DeleteBuildRequest
- func (c *Client) DeleteFleetRequest(input *DeleteFleetInput) DeleteFleetRequest
- func (c *Client) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) DeleteGameSessionQueueRequest
- func (c *Client) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) DeleteMatchmakingConfigurationRequest
- func (c *Client) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) DeleteMatchmakingRuleSetRequest
- func (c *Client) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) DeleteScalingPolicyRequest
- func (c *Client) DeleteScriptRequest(input *DeleteScriptInput) DeleteScriptRequest
- func (c *Client) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) DeleteVpcPeeringAuthorizationRequest
- func (c *Client) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) DeleteVpcPeeringConnectionRequest
- func (c *Client) DescribeAliasRequest(input *DescribeAliasInput) DescribeAliasRequest
- func (c *Client) DescribeBuildRequest(input *DescribeBuildInput) DescribeBuildRequest
- func (c *Client) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) DescribeEC2InstanceLimitsRequest
- func (c *Client) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) DescribeFleetAttributesRequest
- func (c *Client) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) DescribeFleetCapacityRequest
- func (c *Client) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) DescribeFleetEventsRequest
- func (c *Client) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) DescribeFleetPortSettingsRequest
- func (c *Client) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) DescribeFleetUtilizationRequest
- func (c *Client) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) DescribeGameSessionDetailsRequest
- func (c *Client) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) DescribeGameSessionPlacementRequest
- func (c *Client) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) DescribeGameSessionQueuesRequest
- func (c *Client) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) DescribeGameSessionsRequest
- func (c *Client) DescribeInstancesRequest(input *DescribeInstancesInput) DescribeInstancesRequest
- func (c *Client) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) DescribeMatchmakingConfigurationsRequest
- func (c *Client) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) DescribeMatchmakingRequest
- func (c *Client) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) DescribeMatchmakingRuleSetsRequest
- func (c *Client) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) DescribePlayerSessionsRequest
- func (c *Client) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) DescribeRuntimeConfigurationRequest
- func (c *Client) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) DescribeScalingPoliciesRequest
- func (c *Client) DescribeScriptRequest(input *DescribeScriptInput) DescribeScriptRequest
- func (c *Client) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) DescribeVpcPeeringAuthorizationsRequest
- func (c *Client) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) DescribeVpcPeeringConnectionsRequest
- func (c *Client) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) GetGameSessionLogUrlRequest
- func (c *Client) GetInstanceAccessRequest(input *GetInstanceAccessInput) GetInstanceAccessRequest
- func (c *Client) ListAliasesRequest(input *ListAliasesInput) ListAliasesRequest
- func (c *Client) ListBuildsRequest(input *ListBuildsInput) ListBuildsRequest
- func (c *Client) ListFleetsRequest(input *ListFleetsInput) ListFleetsRequest
- func (c *Client) ListScriptsRequest(input *ListScriptsInput) ListScriptsRequest
- func (c *Client) PutScalingPolicyRequest(input *PutScalingPolicyInput) PutScalingPolicyRequest
- func (c *Client) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) RequestUploadCredentialsRequest
- func (c *Client) ResolveAliasRequest(input *ResolveAliasInput) ResolveAliasRequest
- func (c *Client) SearchGameSessionsRequest(input *SearchGameSessionsInput) SearchGameSessionsRequest
- func (c *Client) StartFleetActionsRequest(input *StartFleetActionsInput) StartFleetActionsRequest
- func (c *Client) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) StartGameSessionPlacementRequest
- func (c *Client) StartMatchBackfillRequest(input *StartMatchBackfillInput) StartMatchBackfillRequest
- func (c *Client) StartMatchmakingRequest(input *StartMatchmakingInput) StartMatchmakingRequest
- func (c *Client) StopFleetActionsRequest(input *StopFleetActionsInput) StopFleetActionsRequest
- func (c *Client) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) StopGameSessionPlacementRequest
- func (c *Client) StopMatchmakingRequest(input *StopMatchmakingInput) StopMatchmakingRequest
- func (c *Client) UpdateAliasRequest(input *UpdateAliasInput) UpdateAliasRequest
- func (c *Client) UpdateBuildRequest(input *UpdateBuildInput) UpdateBuildRequest
- func (c *Client) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) UpdateFleetAttributesRequest
- func (c *Client) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) UpdateFleetCapacityRequest
- func (c *Client) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) UpdateFleetPortSettingsRequest
- func (c *Client) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) UpdateGameSessionQueueRequest
- func (c *Client) UpdateGameSessionRequest(input *UpdateGameSessionInput) UpdateGameSessionRequest
- func (c *Client) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) UpdateMatchmakingConfigurationRequest
- func (c *Client) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) UpdateRuntimeConfigurationRequest
- func (c *Client) UpdateScriptRequest(input *UpdateScriptInput) UpdateScriptRequest
- func (c *Client) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) ValidateMatchmakingRuleSetRequest
- type ComparisonOperatorType
- type CreateAliasInput
- type CreateAliasOutput
- type CreateAliasRequest
- type CreateAliasResponse
- type CreateBuildInput
- type CreateBuildOutput
- type CreateBuildRequest
- type CreateBuildResponse
- type CreateFleetInput
- type CreateFleetOutput
- type CreateFleetRequest
- type CreateFleetResponse
- type CreateGameSessionInput
- type CreateGameSessionOutput
- type CreateGameSessionQueueInput
- type CreateGameSessionQueueOutput
- type CreateGameSessionQueueRequest
- type CreateGameSessionQueueResponse
- type CreateGameSessionRequest
- type CreateGameSessionResponse
- type CreateMatchmakingConfigurationInput
- type CreateMatchmakingConfigurationOutput
- type CreateMatchmakingConfigurationRequest
- type CreateMatchmakingConfigurationResponse
- type CreateMatchmakingRuleSetInput
- type CreateMatchmakingRuleSetOutput
- type CreateMatchmakingRuleSetRequest
- type CreateMatchmakingRuleSetResponse
- type CreatePlayerSessionInput
- type CreatePlayerSessionOutput
- type CreatePlayerSessionRequest
- type CreatePlayerSessionResponse
- type CreatePlayerSessionsInput
- type CreatePlayerSessionsOutput
- type CreatePlayerSessionsRequest
- type CreatePlayerSessionsResponse
- type CreateScriptInput
- type CreateScriptOutput
- type CreateScriptRequest
- type CreateScriptResponse
- type CreateVpcPeeringAuthorizationInput
- type CreateVpcPeeringAuthorizationOutput
- type CreateVpcPeeringAuthorizationRequest
- type CreateVpcPeeringAuthorizationResponse
- type CreateVpcPeeringConnectionInput
- type CreateVpcPeeringConnectionOutput
- type CreateVpcPeeringConnectionRequest
- type CreateVpcPeeringConnectionResponse
- type DeleteAliasInput
- type DeleteAliasOutput
- type DeleteAliasRequest
- type DeleteAliasResponse
- type DeleteBuildInput
- type DeleteBuildOutput
- type DeleteBuildRequest
- type DeleteBuildResponse
- type DeleteFleetInput
- type DeleteFleetOutput
- type DeleteFleetRequest
- type DeleteFleetResponse
- type DeleteGameSessionQueueInput
- type DeleteGameSessionQueueOutput
- type DeleteGameSessionQueueRequest
- type DeleteGameSessionQueueResponse
- type DeleteMatchmakingConfigurationInput
- type DeleteMatchmakingConfigurationOutput
- type DeleteMatchmakingConfigurationRequest
- type DeleteMatchmakingConfigurationResponse
- type DeleteMatchmakingRuleSetInput
- type DeleteMatchmakingRuleSetOutput
- type DeleteMatchmakingRuleSetRequest
- type DeleteMatchmakingRuleSetResponse
- type DeleteScalingPolicyInput
- type DeleteScalingPolicyOutput
- type DeleteScalingPolicyRequest
- type DeleteScalingPolicyResponse
- type DeleteScriptInput
- type DeleteScriptOutput
- type DeleteScriptRequest
- type DeleteScriptResponse
- type DeleteVpcPeeringAuthorizationInput
- type DeleteVpcPeeringAuthorizationOutput
- type DeleteVpcPeeringAuthorizationRequest
- type DeleteVpcPeeringAuthorizationResponse
- type DeleteVpcPeeringConnectionInput
- type DeleteVpcPeeringConnectionOutput
- type DeleteVpcPeeringConnectionRequest
- type DeleteVpcPeeringConnectionResponse
- type DescribeAliasInput
- type DescribeAliasOutput
- type DescribeAliasRequest
- type DescribeAliasResponse
- type DescribeBuildInput
- type DescribeBuildOutput
- type DescribeBuildRequest
- type DescribeBuildResponse
- type DescribeEC2InstanceLimitsInput
- type DescribeEC2InstanceLimitsOutput
- type DescribeEC2InstanceLimitsRequest
- type DescribeEC2InstanceLimitsResponse
- type DescribeFleetAttributesInput
- type DescribeFleetAttributesOutput
- type DescribeFleetAttributesRequest
- type DescribeFleetAttributesResponse
- type DescribeFleetCapacityInput
- type DescribeFleetCapacityOutput
- type DescribeFleetCapacityRequest
- type DescribeFleetCapacityResponse
- type DescribeFleetEventsInput
- type DescribeFleetEventsOutput
- type DescribeFleetEventsRequest
- type DescribeFleetEventsResponse
- type DescribeFleetPortSettingsInput
- type DescribeFleetPortSettingsOutput
- type DescribeFleetPortSettingsRequest
- type DescribeFleetPortSettingsResponse
- type DescribeFleetUtilizationInput
- type DescribeFleetUtilizationOutput
- type DescribeFleetUtilizationRequest
- type DescribeFleetUtilizationResponse
- type DescribeGameSessionDetailsInput
- type DescribeGameSessionDetailsOutput
- type DescribeGameSessionDetailsRequest
- type DescribeGameSessionDetailsResponse
- type DescribeGameSessionPlacementInput
- type DescribeGameSessionPlacementOutput
- type DescribeGameSessionPlacementRequest
- type DescribeGameSessionPlacementResponse
- type DescribeGameSessionQueuesInput
- type DescribeGameSessionQueuesOutput
- type DescribeGameSessionQueuesRequest
- type DescribeGameSessionQueuesResponse
- type DescribeGameSessionsInput
- type DescribeGameSessionsOutput
- type DescribeGameSessionsRequest
- type DescribeGameSessionsResponse
- type DescribeInstancesInput
- type DescribeInstancesOutput
- type DescribeInstancesRequest
- type DescribeInstancesResponse
- type DescribeMatchmakingConfigurationsInput
- type DescribeMatchmakingConfigurationsOutput
- type DescribeMatchmakingConfigurationsRequest
- type DescribeMatchmakingConfigurationsResponse
- type DescribeMatchmakingInput
- type DescribeMatchmakingOutput
- type DescribeMatchmakingRequest
- type DescribeMatchmakingResponse
- type DescribeMatchmakingRuleSetsInput
- type DescribeMatchmakingRuleSetsOutput
- type DescribeMatchmakingRuleSetsRequest
- type DescribeMatchmakingRuleSetsResponse
- type DescribePlayerSessionsInput
- type DescribePlayerSessionsOutput
- type DescribePlayerSessionsRequest
- type DescribePlayerSessionsResponse
- type DescribeRuntimeConfigurationInput
- type DescribeRuntimeConfigurationOutput
- type DescribeRuntimeConfigurationRequest
- type DescribeRuntimeConfigurationResponse
- type DescribeScalingPoliciesInput
- type DescribeScalingPoliciesOutput
- type DescribeScalingPoliciesRequest
- type DescribeScalingPoliciesResponse
- type DescribeScriptInput
- type DescribeScriptOutput
- type DescribeScriptRequest
- type DescribeScriptResponse
- type DescribeVpcPeeringAuthorizationsInput
- type DescribeVpcPeeringAuthorizationsOutput
- type DescribeVpcPeeringAuthorizationsRequest
- type DescribeVpcPeeringAuthorizationsResponse
- type DescribeVpcPeeringConnectionsInput
- type DescribeVpcPeeringConnectionsOutput
- type DescribeVpcPeeringConnectionsRequest
- type DescribeVpcPeeringConnectionsResponse
- type DesiredPlayerSession
- type EC2InstanceCounts
- type EC2InstanceLimit
- type EC2InstanceType
- type Event
- type EventCode
- type FleetAction
- type FleetAttributes
- type FleetCapacity
- type FleetStatus
- type FleetType
- type FleetUtilization
- type GameProperty
- type GameSession
- type GameSessionConnectionInfo
- type GameSessionDetail
- type GameSessionPlacement
- type GameSessionPlacementState
- type GameSessionQueue
- type GameSessionQueueDestination
- type GameSessionStatus
- type GameSessionStatusReason
- type GetGameSessionLogUrlInput
- type GetGameSessionLogUrlOutput
- type GetGameSessionLogUrlRequest
- type GetGameSessionLogUrlResponse
- type GetInstanceAccessInput
- type GetInstanceAccessOutput
- type GetInstanceAccessRequest
- type GetInstanceAccessResponse
- type Instance
- type InstanceAccess
- type InstanceCredentials
- type InstanceStatus
- type IpPermission
- type IpProtocol
- type ListAliasesInput
- type ListAliasesOutput
- type ListAliasesRequest
- type ListAliasesResponse
- type ListBuildsInput
- type ListBuildsOutput
- type ListBuildsRequest
- type ListBuildsResponse
- type ListFleetsInput
- type ListFleetsOutput
- type ListFleetsRequest
- type ListFleetsResponse
- type ListScriptsInput
- type ListScriptsOutput
- type ListScriptsRequest
- type ListScriptsResponse
- type MatchedPlayerSession
- type MatchmakingConfiguration
- type MatchmakingConfigurationStatus
- type MatchmakingRuleSet
- type MatchmakingTicket
- type MetricName
- type OperatingSystem
- type PlacedPlayerSession
- type Player
- type PlayerLatency
- type PlayerLatencyPolicy
- type PlayerSession
- type PlayerSessionCreationPolicy
- type PlayerSessionStatus
- type PolicyType
- type ProtectionPolicy
- type PutScalingPolicyInput
- type PutScalingPolicyOutput
- type PutScalingPolicyRequest
- type PutScalingPolicyResponse
- type RequestUploadCredentialsInput
- type RequestUploadCredentialsOutput
- type RequestUploadCredentialsRequest
- type RequestUploadCredentialsResponse
- type ResolveAliasInput
- type ResolveAliasOutput
- type ResolveAliasRequest
- type ResolveAliasResponse
- type ResourceCreationLimitPolicy
- type RoutingStrategy
- type RoutingStrategyType
- type RuntimeConfiguration
- type S3Location
- type ScalingAdjustmentType
- type ScalingPolicy
- type ScalingStatusType
- type Script
- type SearchGameSessionsInput
- type SearchGameSessionsOutput
- type SearchGameSessionsRequest
- type SearchGameSessionsResponse
- type ServerProcess
- type StartFleetActionsInput
- type StartFleetActionsOutput
- type StartFleetActionsRequest
- type StartFleetActionsResponse
- type StartGameSessionPlacementInput
- type StartGameSessionPlacementOutput
- type StartGameSessionPlacementRequest
- type StartGameSessionPlacementResponse
- type StartMatchBackfillInput
- type StartMatchBackfillOutput
- type StartMatchBackfillRequest
- type StartMatchBackfillResponse
- type StartMatchmakingInput
- type StartMatchmakingOutput
- type StartMatchmakingRequest
- type StartMatchmakingResponse
- type StopFleetActionsInput
- type StopFleetActionsOutput
- type StopFleetActionsRequest
- type StopFleetActionsResponse
- type StopGameSessionPlacementInput
- type StopGameSessionPlacementOutput
- type StopGameSessionPlacementRequest
- type StopGameSessionPlacementResponse
- type StopMatchmakingInput
- type StopMatchmakingOutput
- type StopMatchmakingRequest
- type StopMatchmakingResponse
- type TargetConfiguration
- type UpdateAliasInput
- type UpdateAliasOutput
- type UpdateAliasRequest
- type UpdateAliasResponse
- type UpdateBuildInput
- type UpdateBuildOutput
- type UpdateBuildRequest
- type UpdateBuildResponse
- type UpdateFleetAttributesInput
- type UpdateFleetAttributesOutput
- type UpdateFleetAttributesRequest
- type UpdateFleetAttributesResponse
- type UpdateFleetCapacityInput
- type UpdateFleetCapacityOutput
- type UpdateFleetCapacityRequest
- type UpdateFleetCapacityResponse
- type UpdateFleetPortSettingsInput
- type UpdateFleetPortSettingsOutput
- type UpdateFleetPortSettingsRequest
- type UpdateFleetPortSettingsResponse
- type UpdateGameSessionInput
- type UpdateGameSessionOutput
- type UpdateGameSessionQueueInput
- type UpdateGameSessionQueueOutput
- type UpdateGameSessionQueueRequest
- type UpdateGameSessionQueueResponse
- type UpdateGameSessionRequest
- type UpdateGameSessionResponse
- type UpdateMatchmakingConfigurationInput
- type UpdateMatchmakingConfigurationOutput
- type UpdateMatchmakingConfigurationRequest
- type UpdateMatchmakingConfigurationResponse
- type UpdateRuntimeConfigurationInput
- type UpdateRuntimeConfigurationOutput
- type UpdateRuntimeConfigurationRequest
- type UpdateRuntimeConfigurationResponse
- type UpdateScriptInput
- type UpdateScriptOutput
- type UpdateScriptRequest
- type UpdateScriptResponse
- type ValidateMatchmakingRuleSetInput
- type ValidateMatchmakingRuleSetOutput
- type ValidateMatchmakingRuleSetRequest
- type ValidateMatchmakingRuleSetResponse
- type VpcPeeringAuthorization
- type VpcPeeringConnection
- type VpcPeeringConnectionStatus
Constants ¶
const ( ServiceName = "Amazon GameLift" // Service's name ServiceID = "GameLift" // Service's identifier EndpointsID = "gamelift" // Service's Endpoint identifier )
const ( // ErrCodeConflictException for service response error code // "ConflictException". // // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. ErrCodeConflictException = "ConflictException" // ErrCodeFleetCapacityExceededException for service response error code // "FleetCapacityExceededException". // // The specified fleet has no available instances to fulfill a CreateGameSession // request. Clients can retry such requests immediately or after a waiting period. ErrCodeFleetCapacityExceededException = "FleetCapacityExceededException" // ErrCodeGameSessionFullException for service response error code // "GameSessionFullException". // // The game instance is currently full and cannot allow the requested player(s) // to join. Clients can retry such requests immediately or after a waiting period. ErrCodeGameSessionFullException = "GameSessionFullException" // ErrCodeIdempotentParameterMismatchException for service response error code // "IdempotentParameterMismatchException". // // A game session with this custom ID string already exists in this fleet. Resolve // this conflict before retrying this request. ErrCodeIdempotentParameterMismatchException = "IdempotentParameterMismatchException" // ErrCodeInternalServiceException for service response error code // "InternalServiceException". // // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. ErrCodeInternalServiceException = "InternalServiceException" // ErrCodeInvalidFleetStatusException for service response error code // "InvalidFleetStatusException". // // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. ErrCodeInvalidFleetStatusException = "InvalidFleetStatusException" // ErrCodeInvalidGameSessionStatusException for service response error code // "InvalidGameSessionStatusException". // // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the game instance. Resolve // the conflict before retrying. ErrCodeInvalidGameSessionStatusException = "InvalidGameSessionStatusException" // ErrCodeInvalidRequestException for service response error code // "InvalidRequestException". // // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. ErrCodeInvalidRequestException = "InvalidRequestException" // ErrCodeLimitExceededException for service response error code // "LimitExceededException". // // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. ErrCodeLimitExceededException = "LimitExceededException" // ErrCodeNotFoundException for service response error code // "NotFoundException". // // A service resource associated with the request could not be found. Clients // should not retry such requests. ErrCodeNotFoundException = "NotFoundException" // ErrCodeTerminalRoutingStrategyException for service response error code // "TerminalRoutingStrategyException". // // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. ErrCodeTerminalRoutingStrategyException = "TerminalRoutingStrategyException" // "UnauthorizedException". // // The client failed authentication. Clients should not retry such requests. ErrCodeUnauthorizedException = "UnauthorizedException" // ErrCodeUnsupportedRegionException for service response error code // "UnsupportedRegionException". // // The requested operation is not supported in the region specified. ErrCodeUnsupportedRegionException = "UnsupportedRegionException" )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type AcceptMatchInput ¶
type AcceptMatchInput struct { // Player response to the proposed match. // // AcceptanceType is a required field AcceptanceType AcceptanceType `type:"string" required:"true" enum:"true"` // Unique identifier for a player delivering the response. This parameter can // include one or multiple player IDs. // // PlayerIds is a required field PlayerIds []string `type:"list" required:"true"` // Unique identifier for a matchmaking ticket. The ticket must be in status // REQUIRES_ACCEPTANCE; otherwise this request will fail. // // TicketId is a required field TicketId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatchInput
func (AcceptMatchInput) String ¶
func (s AcceptMatchInput) String() string
String returns the string representation
func (*AcceptMatchInput) Validate ¶
func (s *AcceptMatchInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type AcceptMatchOutput ¶
type AcceptMatchOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatchOutput
func (AcceptMatchOutput) String ¶
func (s AcceptMatchOutput) String() string
String returns the string representation
type AcceptMatchRequest ¶
type AcceptMatchRequest struct { *aws.Request Input *AcceptMatchInput Copy func(*AcceptMatchInput) AcceptMatchRequest }
AcceptMatchRequest is the request type for the AcceptMatch API operation.
func (AcceptMatchRequest) Send ¶
func (r AcceptMatchRequest) Send(ctx context.Context) (*AcceptMatchResponse, error)
Send marshals and sends the AcceptMatch API request.
type AcceptMatchResponse ¶ added in v0.9.0
type AcceptMatchResponse struct { *AcceptMatchOutput // contains filtered or unexported fields }
AcceptMatchResponse is the response type for the AcceptMatch API operation.
func (*AcceptMatchResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *AcceptMatchResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the AcceptMatch request.
type AcceptanceType ¶
type AcceptanceType string
const ( AcceptanceTypeAccept AcceptanceType = "ACCEPT" AcceptanceTypeReject AcceptanceType = "REJECT" )
Enum values for AcceptanceType
func (AcceptanceType) MarshalValue ¶ added in v0.3.0
func (enum AcceptanceType) MarshalValue() (string, error)
func (AcceptanceType) MarshalValueBuf ¶ added in v0.3.0
func (enum AcceptanceType) MarshalValueBuf(b []byte) ([]byte, error)
type Alias ¶
type Alias struct { // Unique identifier for an alias; alias ARNs are unique across all regions. AliasArn *string `min:"1" type:"string"` // Unique identifier for an alias; alias IDs are unique within a region. AliasId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of an alias. Description *string `type:"string"` // Time stamp indicating when this data object was last modified. Format is // a number expressed in Unix time as milliseconds (for example "1469498468.057"). LastUpdatedTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Alias configuration for the alias, including routing type and settings. RoutingStrategy *RoutingStrategy `type:"structure"` // contains filtered or unexported fields }
Properties describing a fleet alias.
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Alias
type AttributeValue ¶
type AttributeValue struct { // For number values, expressed as double. N *float64 `type:"double"` // For single string values. Maximum string length is 100 characters. S *string `min:"1" type:"string"` // For a map of up to 10 data type:value pairs. Maximum length for each string // value is 100 characters. SDM map[string]float64 `type:"map"` // For a list of up to 10 strings. Maximum length for each string is 100 characters. // Duplicate values are not recognized; all occurrences of the repeated value // after the first of a repeated value are ignored. SL []string `type:"list"` // contains filtered or unexported fields }
Values for use in Player attribute key:value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AttributeValue
func (AttributeValue) String ¶
func (s AttributeValue) String() string
String returns the string representation
func (*AttributeValue) Validate ¶
func (s *AttributeValue) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type AwsCredentials ¶
type AwsCredentials struct { // Temporary key allowing access to the Amazon GameLift S3 account. AccessKeyId *string `min:"1" type:"string"` // Temporary secret key allowing access to the Amazon GameLift S3 account. SecretAccessKey *string `min:"1" type:"string"` // Token used to associate a specific build ID with the files uploaded using // these credentials. SessionToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AwsCredentials
func (AwsCredentials) String ¶
func (s AwsCredentials) String() string
String returns the string representation
type BackfillMode ¶ added in v0.10.0
type BackfillMode string
const ( BackfillModeAutomatic BackfillMode = "AUTOMATIC" BackfillModeManual BackfillMode = "MANUAL" )
Enum values for BackfillMode
func (BackfillMode) MarshalValue ¶ added in v0.10.0
func (enum BackfillMode) MarshalValue() (string, error)
func (BackfillMode) MarshalValueBuf ¶ added in v0.10.0
func (enum BackfillMode) MarshalValueBuf(b []byte) ([]byte, error)
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 (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label that is associated with a build. Build names do not need // to be unique. It can be set using CreateBuild or UpdateBuild. Name *string `type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. OperatingSystem OperatingSystem `type:"string" enum:"true"` // 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 BuildStatus `type:"string" enum:"true"` // Version that is associated with a build or script. Version strings do not // need to be unique. This value can be set using CreateBuild or UpdateBuild. Version *string `type:"string"` // contains filtered or unexported fields }
Properties describing a custom game build.
Related operations
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Build
type BuildStatus ¶
type BuildStatus string
const ( BuildStatusInitialized BuildStatus = "INITIALIZED" BuildStatusReady BuildStatus = "READY" BuildStatusFailed BuildStatus = "FAILED" )
Enum values for BuildStatus
func (BuildStatus) MarshalValue ¶ added in v0.3.0
func (enum BuildStatus) MarshalValue() (string, error)
func (BuildStatus) MarshalValueBuf ¶ added in v0.3.0
func (enum BuildStatus) MarshalValueBuf(b []byte) ([]byte, error)
type Client ¶ added in v0.9.0
Client provides the API operation methods for making requests to Amazon GameLift. See this package's package overview docs for details on the service.
The client's methods are safe to use concurrently. It is not safe to modify mutate any of the struct's properties though.
func New ¶
New creates a new instance of the client from the provided Config.
Example:
// Create a client from just a config. svc := gamelift.New(myConfig)
func (*Client) AcceptMatchRequest ¶ added in v0.9.0
func (c *Client) AcceptMatchRequest(input *AcceptMatchInput) AcceptMatchRequest
AcceptMatchRequest returns a request value for making API operation for Amazon GameLift.
Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.
When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.
To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.
If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.
Learn more
Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html) FlexMatch Events Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-events.html)
Related operations
StartMatchmaking
DescribeMatchmaking
StopMatchmaking
AcceptMatch
StartMatchBackfill
// Example sending a request using AcceptMatchRequest. req := client.AcceptMatchRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch
func (*Client) CreateAliasRequest ¶ added in v0.9.0
func (c *Client) CreateAliasRequest(input *CreateAliasInput) CreateAliasRequest
CreateAliasRequest returns a request value for making API operation for Amazon GameLift.
Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update.
Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.
To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. You can reassign an alias to another fleet by calling UpdateAlias.
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
// Example sending a request using CreateAliasRequest. req := client.CreateAliasRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias
func (*Client) CreateBuildRequest ¶ added in v0.9.0
func (c *Client) CreateBuildRequest(input *CreateBuildInput) CreateBuildRequest
CreateBuildRequest returns a request value for making API operation for Amazon GameLift.
Creates a new Amazon GameLift build record for your game server binary files and points to the location of your game server build files in an Amazon Simple Storage Service (Amazon S3) location.
Game server binaries must be combined into a .zip file for use with Amazon GameLift.
To create new builds quickly and easily, use the AWS CLI command upload-build (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) . This helper command uploads your build and creates a new build record in one step, and automatically handles the necessary permissions.
The CreateBuild operation should be used only when you need to manually upload your build files, as in the following scenarios:
Store a build file in an Amazon S3 bucket under your own AWS account. To use this option, you must first give Amazon GameLift access to that Amazon S3 bucket. To create a new build record using files in your Amazon S3 bucket, call CreateBuild and specify a build name, operating system, and the storage location of your game build.
Upload a build file directly to Amazon GameLift's Amazon S3 account. To use this option, you first call CreateBuild with a build name and operating system. This action creates a new build record and returns an Amazon S3 storage location (bucket and key only) and temporary access credentials. Use the credentials to manually upload your build file to the storage location (see the Amazon S3 topic Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html)). You can upload files to a location only once.
If successful, this operation creates a new build record with a unique build ID and places it in INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets.
Learn more ¶
Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)
Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)
Related operations
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
// Example sending a request using CreateBuildRequest. req := client.CreateBuildRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild
func (*Client) CreateFleetRequest ¶ added in v0.9.0
func (c *Client) CreateFleetRequest(input *CreateFleetInput) CreateFleetRequest
CreateFleetRequest returns a request value for making API operation for Amazon GameLift.
Creates a new fleet to run your game servers. whether they are custom game builds or Realtime Servers with game-specific script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host multiple game sessions. When creating a fleet, you choose the hardware specifications, set some configuration options, and specify the game server to deploy on the new fleet.
To create a new fleet, you must provide the following: (1) a fleet name, (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build ID for your game build or script ID if using Realtime Servers, and (4) a run-time configuration, which determines how game servers will run on each instance in the fleet.
When creating a Realtime Servers fleet, we recommend using a minimal version of the Realtime script (see this working code example (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-script.html#realtime-script-examples)). This will make it much easier to troubleshoot any fleet creation issues. Once the fleet is active, you can update your Realtime script as needed.
If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events:
Creates a fleet record. Status: NEW.
Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console. Sets the fleet's target capacity to 1 (desired instances), which triggers Amazon GameLift to start one new EC2 instance.
Downloads the game build or Realtime script to the new instance and installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING.
Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds. Status: ACTIVATING.
Sets the fleet's status to ACTIVE as soon as one server process is ready to host a game session.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html)
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using CreateFleetRequest. req := client.CreateFleetRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet
func (*Client) CreateGameSessionQueueRequest ¶ added in v0.9.0
func (c *Client) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) CreateGameSessionQueueRequest
CreateGameSessionQueueRequest returns a request value for making API operation for Amazon GameLift.
Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.
Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.
Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.
To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
// Example sending a request using CreateGameSessionQueueRequest. req := client.CreateGameSessionQueueRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue
func (*Client) CreateGameSessionRequest ¶ added in v0.9.0
func (c *Client) CreateGameSessionRequest(input *CreateGameSessionInput) CreateGameSessionRequest
CreateGameSessionRequest returns a request value for making API operation for Amazon GameLift.
Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.
To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.
Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.
Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.
Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.
Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using CreateGameSessionRequest. req := client.CreateGameSessionRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession
func (*Client) CreateMatchmakingConfigurationRequest ¶ added in v0.9.0
func (c *Client) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) CreateMatchmakingConfigurationRequest
CreateMatchmakingConfigurationRequest returns a request value for making API operation for Amazon GameLift.
Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used.
To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.
There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration. Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds.
Learn more
Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html) Setting up Notifications for Matchmaking (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)
Related operations
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
DeleteMatchmakingRuleSet
// Example sending a request using CreateMatchmakingConfigurationRequest. req := client.CreateMatchmakingConfigurationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration
func (*Client) CreateMatchmakingRuleSetRequest ¶ added in v0.9.0
func (c *Client) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) CreateMatchmakingRuleSetRequest
CreateMatchmakingRuleSetRequest returns a request value for making API operation for Amazon GameLift.
Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.
To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same region as the matchmaking configuration they are used with.
Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.
Learn more
Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html)
Design a Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)
Matchmaking with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html)
Related operations
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
DeleteMatchmakingRuleSet
// Example sending a request using CreateMatchmakingRuleSetRequest. req := client.CreateMatchmakingRuleSetRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet
func (*Client) CreatePlayerSessionRequest ¶ added in v0.9.0
func (c *Client) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) CreatePlayerSessionRequest
CreatePlayerSessionRequest returns a request value for making API operation for Amazon GameLift.
Reserves an open player slot in an active game session. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions. When the player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.
To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using CreatePlayerSessionRequest. req := client.CreatePlayerSessionRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession
func (*Client) CreatePlayerSessionsRequest ¶ added in v0.9.0
func (c *Client) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) CreatePlayerSessionsRequest
CreatePlayerSessionsRequest returns a request value for making API operation for Amazon GameLift.
Reserves open slots in a game session for a group of players. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession. When a player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.
To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, a slot is reserved in the game session for each player and a set of new PlayerSession objects is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using CreatePlayerSessionsRequest. req := client.CreatePlayerSessionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions
func (*Client) CreateScriptRequest ¶ added in v0.9.0
func (c *Client) CreateScriptRequest(input *CreateScriptInput) CreateScriptRequest
CreateScriptRequest returns a request value for making API operation for Amazon GameLift.
Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.
To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:
A locally available directory. Use the ZipFile parameter for this option.
An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.
If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.
Learn more ¶
Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)
Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html)
Related operations
CreateScript
ListScripts
DescribeScript
UpdateScript
DeleteScript
// Example sending a request using CreateScriptRequest. req := client.CreateScriptRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript
func (*Client) CreateVpcPeeringAuthorizationRequest ¶ added in v0.9.0
func (c *Client) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) CreateVpcPeeringAuthorizationRequest
CreateVpcPeeringAuthorizationRequest returns a request value for making API operation for Amazon GameLift.
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions.
To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.
To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.
The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
// Example sending a request using CreateVpcPeeringAuthorizationRequest. req := client.CreateVpcPeeringAuthorizationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization
func (*Client) CreateVpcPeeringConnectionRequest ¶ added in v0.9.0
func (c *Client) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) CreateVpcPeeringConnectionRequest
CreateVpcPeeringConnectionRequest returns a request value for making API operation for Amazon GameLift.
Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.
To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
// Example sending a request using CreateVpcPeeringConnectionRequest. req := client.CreateVpcPeeringConnectionRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection
func (*Client) DeleteAliasRequest ¶ added in v0.9.0
func (c *Client) DeleteAliasRequest(input *DeleteAliasInput) DeleteAliasRequest
DeleteAliasRequest returns a request value for making API operation for Amazon GameLift.
Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
// Example sending a request using DeleteAliasRequest. req := client.DeleteAliasRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias
func (*Client) DeleteBuildRequest ¶ added in v0.9.0
func (c *Client) DeleteBuildRequest(input *DeleteBuildInput) DeleteBuildRequest
DeleteBuildRequest returns a request value for making API operation for Amazon GameLift.
Deletes a build. This action permanently deletes the build record and any uploaded build files.
To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
Learn more
Working with Builds (https://docs.aws.amazon.com/gamelift/latest/developerguide/build-intro.html)
Related operations
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
// Example sending a request using DeleteBuildRequest. req := client.DeleteBuildRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild
func (*Client) DeleteFleetRequest ¶ added in v0.9.0
func (c *Client) DeleteFleetRequest(input *DeleteFleetInput) DeleteFleetRequest
DeleteFleetRequest returns a request value for making API operation for Amazon GameLift.
Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process.
This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using DeleteFleetRequest. req := client.DeleteFleetRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet
func (*Client) DeleteGameSessionQueueRequest ¶ added in v0.9.0
func (c *Client) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) DeleteGameSessionQueueRequest
DeleteGameSessionQueueRequest returns a request value for making API operation for Amazon GameLift.
Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
// Example sending a request using DeleteGameSessionQueueRequest. req := client.DeleteGameSessionQueueRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue
func (*Client) DeleteMatchmakingConfigurationRequest ¶ added in v0.9.0
func (c *Client) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) DeleteMatchmakingConfigurationRequest
DeleteMatchmakingConfigurationRequest returns a request value for making API operation for Amazon GameLift.
Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.
Related operations
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
DeleteMatchmakingRuleSet
// Example sending a request using DeleteMatchmakingConfigurationRequest. req := client.DeleteMatchmakingConfigurationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration
func (*Client) DeleteMatchmakingRuleSetRequest ¶ added in v0.9.0
func (c *Client) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) DeleteMatchmakingRuleSetRequest
DeleteMatchmakingRuleSetRequest returns a request value for making API operation for Amazon GameLift.
Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.
Learn more
Related operations
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
DeleteMatchmakingRuleSet
// Example sending a request using DeleteMatchmakingRuleSetRequest. req := client.DeleteMatchmakingRuleSetRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet
func (*Client) DeleteScalingPolicyRequest ¶ added in v0.9.0
func (c *Client) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) DeleteScalingPolicyRequest
DeleteScalingPolicyRequest returns a request value for making API operation for Amazon GameLift.
Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling)
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using DeleteScalingPolicyRequest. req := client.DeleteScalingPolicyRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy
func (*Client) DeleteScriptRequest ¶ added in v0.9.0
func (c *Client) DeleteScriptRequest(input *DeleteScriptInput) DeleteScriptRequest
DeleteScriptRequest returns a request value for making API operation for Amazon GameLift.
Deletes a Realtime script. This action permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).
To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.
Learn more ¶
Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)
Related operations
CreateScript
ListScripts
DescribeScript
UpdateScript
DeleteScript
// Example sending a request using DeleteScriptRequest. req := client.DeleteScriptRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript
func (*Client) DeleteVpcPeeringAuthorizationRequest ¶ added in v0.9.0
func (c *Client) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) DeleteVpcPeeringAuthorizationRequest
DeleteVpcPeeringAuthorizationRequest returns a request value for making API operation for Amazon GameLift.
Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection.
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
// Example sending a request using DeleteVpcPeeringAuthorizationRequest. req := client.DeleteVpcPeeringAuthorizationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization
func (*Client) DeleteVpcPeeringConnectionRequest ¶ added in v0.9.0
func (c *Client) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) DeleteVpcPeeringConnectionRequest
DeleteVpcPeeringConnectionRequest returns a request value for making API operation for Amazon GameLift.
Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.
Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
// Example sending a request using DeleteVpcPeeringConnectionRequest. req := client.DeleteVpcPeeringConnectionRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection
func (*Client) DescribeAliasRequest ¶ added in v0.9.0
func (c *Client) DescribeAliasRequest(input *DescribeAliasInput) DescribeAliasRequest
DescribeAliasRequest returns a request value for making API operation for Amazon GameLift.
Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.
To get alias properties, specify the alias ID. If successful, the requested alias record is returned.
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
// Example sending a request using DescribeAliasRequest. req := client.DescribeAliasRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias
func (*Client) DescribeBuildRequest ¶ added in v0.9.0
func (c *Client) DescribeBuildRequest(input *DescribeBuildInput) DescribeBuildRequest
DescribeBuildRequest returns a request value for making API operation for Amazon GameLift.
Retrieves properties for a build. To request a build record, specify a build ID. If successful, an object containing the build properties is returned.
Learn more
Working with Builds (https://docs.aws.amazon.com/gamelift/latest/developerguide/build-intro.html)
Related operations
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
// Example sending a request using DescribeBuildRequest. req := client.DescribeBuildRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild
func (*Client) DescribeEC2InstanceLimitsRequest ¶ added in v0.9.0
func (c *Client) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) DescribeEC2InstanceLimitsRequest
DescribeEC2InstanceLimitsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves the following information for the specified EC2 instance type:
maximum number of instances allowed per AWS account (service limit)
current usage level for the AWS account
Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using DescribeEC2InstanceLimitsRequest. req := client.DescribeEC2InstanceLimitsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits
func (*Client) DescribeFleetAttributesRequest ¶ added in v0.9.0
func (c *Client) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) DescribeFleetAttributesRequest
DescribeFleetAttributesRequest returns a request value for making API operation for Amazon GameLift.
Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using DescribeFleetAttributesRequest. req := client.DescribeFleetAttributesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes
func (*Client) DescribeFleetCapacityRequest ¶ added in v0.9.0
func (c *Client) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) DescribeFleetCapacityRequest
DescribeFleetCapacityRequest returns a request value for making API operation for Amazon GameLift.
Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using DescribeFleetCapacityRequest. req := client.DescribeFleetCapacityRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity
func (*Client) DescribeFleetEventsRequest ¶ added in v0.9.0
func (c *Client) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) DescribeFleetEventsRequest
DescribeFleetEventsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using DescribeFleetEventsRequest. req := client.DescribeFleetEventsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents
func (*Client) DescribeFleetPortSettingsRequest ¶ added in v0.9.0
func (c *Client) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) DescribeFleetPortSettingsRequest
DescribeFleetPortSettingsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using DescribeFleetPortSettingsRequest. req := client.DescribeFleetPortSettingsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings
func (*Client) DescribeFleetUtilizationRequest ¶ added in v0.9.0
func (c *Client) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) DescribeFleetUtilizationRequest
DescribeFleetUtilizationRequest returns a request value for making API operation for Amazon GameLift.
Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using DescribeFleetUtilizationRequest. req := client.DescribeFleetUtilizationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization
func (*Client) DescribeGameSessionDetailsRequest ¶ added in v0.9.0
func (c *Client) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) DescribeGameSessionDetailsRequest
DescribeGameSessionDetailsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using DescribeGameSessionDetailsRequest. req := client.DescribeGameSessionDetailsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails
func (*Client) DescribeGameSessionPlacementRequest ¶ added in v0.9.0
func (c *Client) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) DescribeGameSessionPlacementRequest
DescribeGameSessionPlacementRequest returns a request value for making API operation for Amazon GameLift.
Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using DescribeGameSessionPlacementRequest. req := client.DescribeGameSessionPlacementRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement
func (*Client) DescribeGameSessionQueuesRequest ¶ added in v0.9.0
func (c *Client) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) DescribeGameSessionQueuesRequest
DescribeGameSessionQueuesRequest returns a request value for making API operation for Amazon GameLift.
Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
// Example sending a request using DescribeGameSessionQueuesRequest. req := client.DescribeGameSessionQueuesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues
func (*Client) DescribeGameSessionsRequest ¶ added in v0.9.0
func (c *Client) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) DescribeGameSessionsRequest
DescribeGameSessionsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.
To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.
Available in Amazon GameLift Local.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using DescribeGameSessionsRequest. req := client.DescribeGameSessionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions
func (*Client) DescribeInstancesRequest ¶ added in v0.9.0
func (c *Client) DescribeInstancesRequest(input *DescribeInstancesInput) DescribeInstancesRequest
DescribeInstancesRequest returns a request value for making API operation for Amazon GameLift.
Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.
To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
// Example sending a request using DescribeInstancesRequest. req := client.DescribeInstancesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances
func (*Client) DescribeMatchmakingConfigurationsRequest ¶ added in v0.9.0
func (c *Client) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) DescribeMatchmakingConfigurationsRequest
DescribeMatchmakingConfigurationsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves the details of FlexMatch matchmaking configurations. With this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.
Learn more
Setting Up FlexMatch Matchmakers (https://docs.aws.amazon.com/gamelift/latest/developerguide/matchmaker-build.html)
Related operations
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
DeleteMatchmakingRuleSet
// Example sending a request using DescribeMatchmakingConfigurationsRequest. req := client.DescribeMatchmakingConfigurationsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations
func (*Client) DescribeMatchmakingRequest ¶ added in v0.9.0
func (c *Client) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) DescribeMatchmakingRequest
DescribeMatchmakingRequest returns a request value for making API operation for Amazon GameLift.
Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.
You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.
To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.
Learn more
Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html) Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/developerguidematch-notification.html)
Related operations
StartMatchmaking
DescribeMatchmaking
StopMatchmaking
AcceptMatch
StartMatchBackfill
// Example sending a request using DescribeMatchmakingRequest. req := client.DescribeMatchmakingRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking
func (*Client) DescribeMatchmakingRuleSetsRequest ¶ added in v0.9.0
func (c *Client) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) DescribeMatchmakingRuleSetsRequest
DescribeMatchmakingRuleSetsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.
Learn more
Related operations
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
DeleteMatchmakingRuleSet
// Example sending a request using DescribeMatchmakingRuleSetsRequest. req := client.DescribeMatchmakingRuleSetsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets
func (*Client) DescribePlayerSessionsRequest ¶ added in v0.9.0
func (c *Client) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) DescribePlayerSessionsRequest
DescribePlayerSessionsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.
To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
Available in Amazon GameLift Local.
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using DescribePlayerSessionsRequest. req := client.DescribePlayerSessionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions
func (*Client) DescribeRuntimeConfigurationRequest ¶ added in v0.9.0
func (c *Client) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) DescribeRuntimeConfigurationRequest
DescribeRuntimeConfigurationRequest returns a request value for making API operation for Amazon GameLift.
Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using DescribeRuntimeConfigurationRequest. req := client.DescribeRuntimeConfigurationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration
func (*Client) DescribeScalingPoliciesRequest ¶ added in v0.9.0
func (c *Client) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) DescribeScalingPoliciesRequest
DescribeScalingPoliciesRequest returns a request value for making API operation for Amazon GameLift.
Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
A fleet may have all of its scaling policies suspended (StopFleetActions). This action does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling)
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using DescribeScalingPoliciesRequest. req := client.DescribeScalingPoliciesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies
func (*Client) DescribeScriptRequest ¶ added in v0.9.0
func (c *Client) DescribeScriptRequest(input *DescribeScriptInput) DescribeScriptRequest
DescribeScriptRequest returns a request value for making API operation for Amazon GameLift.
Retrieves properties for a Realtime script.
To request a script record, specify the script ID. If successful, an object containing the script properties is returned.
Learn more ¶
Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)
Related operations
CreateScript
ListScripts
DescribeScript
UpdateScript
DeleteScript
// Example sending a request using DescribeScriptRequest. req := client.DescribeScriptRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript
func (*Client) DescribeVpcPeeringAuthorizationsRequest ¶ added in v0.9.0
func (c *Client) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) DescribeVpcPeeringAuthorizationsRequest
DescribeVpcPeeringAuthorizationsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
// Example sending a request using DescribeVpcPeeringAuthorizationsRequest. req := client.DescribeVpcPeeringAuthorizationsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations
func (*Client) DescribeVpcPeeringConnectionsRequest ¶ added in v0.9.0
func (c *Client) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) DescribeVpcPeeringConnectionsRequest
DescribeVpcPeeringConnectionsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.
To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
// Example sending a request using DescribeVpcPeeringConnectionsRequest. req := client.DescribeVpcPeeringConnectionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections
func (*Client) GetGameSessionLogUrlRequest ¶ added in v0.9.0
func (c *Client) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) GetGameSessionLogUrlRequest
GetGameSessionLogUrlRequest returns a request value for making API operation for Amazon GameLift.
Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.
See the AWS Service Limits (https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) page for maximum log file sizes. Log files that exceed this limit are not saved.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using GetGameSessionLogUrlRequest. req := client.GetGameSessionLogUrlRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl
func (*Client) GetInstanceAccessRequest ¶ added in v0.9.0
func (c *Client) GetInstanceAccessRequest(input *GetInstanceAccessInput) GetInstanceAccessRequest
GetInstanceAccessRequest returns a request value for making API operation for Amazon GameLift.
Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.
Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html).
To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
// Example sending a request using GetInstanceAccessRequest. req := client.GetInstanceAccessRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess
func (*Client) ListAliasesRequest ¶ added in v0.9.0
func (c *Client) ListAliasesRequest(input *ListAliasesInput) ListAliasesRequest
ListAliasesRequest returns a request value for making API operation for Amazon GameLift.
Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Returned aliases are not listed in any particular order.
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
// Example sending a request using ListAliasesRequest. req := client.ListAliasesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases
func (*Client) ListBuildsRequest ¶ added in v0.9.0
func (c *Client) ListBuildsRequest(input *ListBuildsInput) ListBuildsRequest
ListBuildsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.
Build records are not listed in any particular order.
Learn more
Working with Builds (https://docs.aws.amazon.com/gamelift/latest/developerguide/build-intro.html)
Related operations
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
// Example sending a request using ListBuildsRequest. req := client.ListBuildsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds
func (*Client) ListFleetsRequest ¶ added in v0.9.0
func (c *Client) ListFleetsRequest(input *ListFleetsInput) ListFleetsRequest
ListFleetsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves a collection of fleet records for this AWS account. You can filter the result set to find only those fleets that are deployed with a specific build or script. Use the pagination parameters to retrieve results in sequential pages.
Fleet records are not listed in a particular order.
Learn more
Set Up Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using ListFleetsRequest. req := client.ListFleetsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets
func (*Client) ListScriptsRequest ¶ added in v0.9.0
func (c *Client) ListScriptsRequest(input *ListScriptsInput) ListScriptsRequest
ListScriptsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves script records for all Realtime scripts that are associated with the AWS account in use.
Learn more ¶
Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)
Related operations
CreateScript
ListScripts
DescribeScript
UpdateScript
DeleteScript
// Example sending a request using ListScriptsRequest. req := client.ListScriptsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts
func (*Client) PutScalingPolicyRequest ¶ added in v0.9.0
func (c *Client) PutScalingPolicyRequest(input *PutScalingPolicyInput) PutScalingPolicyRequest
PutScalingPolicyRequest returns a request value for making API operation for Amazon GameLift.
Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.
Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.
You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.
Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html).
Target-based policy ¶
A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.
For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.
To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
Rule-based policy ¶
A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.
For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%."
A policy's rule statement has the following structure:
If MetricName is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then ScalingAdjustmentType to/by [ScalingAdjustment].
To implement the example, the rule statement would look like this:
If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10].
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling)
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using PutScalingPolicyRequest. req := client.PutScalingPolicyRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy
func (*Client) RequestUploadCredentialsRequest ¶ added in v0.9.0
func (c *Client) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) RequestUploadCredentialsRequest
RequestUploadCredentialsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.
To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.
Learn more ¶
Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)
Related operations
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
// Example sending a request using RequestUploadCredentialsRequest. req := client.RequestUploadCredentialsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials
func (*Client) ResolveAliasRequest ¶ added in v0.9.0
func (c *Client) ResolveAliasRequest(input *ResolveAliasInput) ResolveAliasRequest
ResolveAliasRequest returns a request value for making API operation for Amazon GameLift.
Retrieves the fleet ID that a specified alias is currently pointing to.
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
// Example sending a request using ResolveAliasRequest. req := client.ResolveAliasRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias
func (*Client) SearchGameSessionsRequest ¶ added in v0.9.0
func (c *Client) SearchGameSessionsRequest(input *SearchGameSessionsInput) SearchGameSessionsRequest
SearchGameSessionsRequest returns a request value for making API operation for Amazon GameLift.
Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes:
gameSessionId -- Unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.
gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.
gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings.
maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.
creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.
Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.
To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages.
You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using SearchGameSessionsRequest. req := client.SearchGameSessionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions
func (*Client) StartFleetActionsRequest ¶ added in v0.9.0
func (c *Client) StartFleetActionsRequest(input *StartFleetActionsInput) StartFleetActionsRequest
StartFleetActionsRequest returns a request value for making API operation for Amazon GameLift.
Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to restart a fleet's auto-scaling activity.
To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using StartFleetActionsRequest. req := client.StartFleetActionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions
func (*Client) StartGameSessionPlacementRequest ¶ added in v0.9.0
func (c *Client) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) StartGameSessionPlacementRequest
StartGameSessionPlacementRequest returns a request value for making API operation for Amazon GameLift.
Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using StartGameSessionPlacementRequest. req := client.StartGameSessionPlacementRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement
func (*Client) StartMatchBackfillRequest ¶ added in v0.9.0
func (c *Client) StartMatchBackfillRequest(input *StartMatchBackfillInput) StartMatchBackfillRequest
StartMatchBackfillRequest returns a request value for making API operation for Amazon GameLift.
Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created.
To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed.
The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see How Amazon GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html).
Learn more
Backfill Existing Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html) How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html)
Related operations
StartMatchmaking
DescribeMatchmaking
StopMatchmaking
AcceptMatch
StartMatchBackfill
// Example sending a request using StartMatchBackfillRequest. req := client.StartMatchBackfillRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill
func (*Client) StartMatchmakingRequest ¶ added in v0.9.0
func (c *Client) StartMatchmakingRequest(input *StartMatchmakingInput) StartMatchmakingRequest
StartMatchmakingRequest returns a request value for making API operation for Amazon GameLift.
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration.
To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches.
Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:
Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including current status and (for completed tickets) game session connection info. We recommend polling no more than once every 10 seconds.
Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match status changes faster and more efficiently than polling. We recommend that you use polling to back up to notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when notifications are not received within 30 seconds.
Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:
Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket.
FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.
If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details).
Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data.
When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game.
Learn more
Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html) Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html) FlexMatch Integration Roadmap (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-tasks.html) How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-match.html)
Related operations
StartMatchmaking
DescribeMatchmaking
StopMatchmaking
AcceptMatch
StartMatchBackfill
// Example sending a request using StartMatchmakingRequest. req := client.StartMatchmakingRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking
func (*Client) StopFleetActionsRequest ¶ added in v0.9.0
func (c *Client) StopFleetActionsRequest(input *StopFleetActionsInput) StopFleetActionsRequest
StopFleetActionsRequest returns a request value for making API operation for Amazon GameLift.
Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop scaling events triggered by the fleet's scaling policies. The policies can be retained and auto-scaling activity can be restarted using StartFleetActions. You can view a fleet's stopped actions using DescribeFleetAttributes.
To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates scaling events except to maintain the fleet's desired instances setting (FleetCapacity. Changes to the fleet's capacity must be done manually using UpdateFleetCapacity.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using StopFleetActionsRequest. req := client.StopFleetActionsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions
func (*Client) StopGameSessionPlacementRequest ¶ added in v0.9.0
func (c *Client) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) StopGameSessionPlacementRequest
StopGameSessionPlacementRequest returns a request value for making API operation for Amazon GameLift.
Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using StopGameSessionPlacementRequest. req := client.StopGameSessionPlacementRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement
func (*Client) StopMatchmakingRequest ¶ added in v0.9.0
func (c *Client) StopMatchmakingRequest(input *StopMatchmakingInput) StopMatchmakingRequest
StopMatchmakingRequest returns a request value for making API operation for Amazon GameLift.
Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.
This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.
If the action is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).
Learn more
Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-client.html)
Related operations
StartMatchmaking
DescribeMatchmaking
StopMatchmaking
AcceptMatch
StartMatchBackfill
// Example sending a request using StopMatchmakingRequest. req := client.StopMatchmakingRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking
func (*Client) UpdateAliasRequest ¶ added in v0.9.0
func (c *Client) UpdateAliasRequest(input *UpdateAliasInput) UpdateAliasRequest
UpdateAliasRequest returns a request value for making API operation for Amazon GameLift.
Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
// Example sending a request using UpdateAliasRequest. req := client.UpdateAliasRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias
func (*Client) UpdateBuildRequest ¶ added in v0.9.0
func (c *Client) UpdateBuildRequest(input *UpdateBuildInput) UpdateBuildRequest
UpdateBuildRequest returns a request value for making API operation for Amazon GameLift.
Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
Learn more
Working with Builds (https://docs.aws.amazon.com/gamelift/latest/developerguide/build-intro.html)
Related operations
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
// Example sending a request using UpdateBuildRequest. req := client.UpdateBuildRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild
func (*Client) UpdateFleetAttributesRequest ¶ added in v0.9.0
func (c *Client) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) UpdateFleetAttributesRequest
UpdateFleetAttributesRequest returns a request value for making API operation for Amazon GameLift.
Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using UpdateFleetAttributesRequest. req := client.UpdateFleetAttributesRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes
func (*Client) UpdateFleetCapacityRequest ¶ added in v0.9.0
func (c *Client) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) UpdateFleetCapacityRequest
UpdateFleetCapacityRequest returns a request value for making API operation for Amazon GameLift.
Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.
Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments.
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.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using UpdateFleetCapacityRequest. req := client.UpdateFleetCapacityRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity
func (*Client) UpdateFleetPortSettingsRequest ¶ added in v0.9.0
func (c *Client) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) UpdateFleetPortSettingsRequest
UpdateFleetPortSettingsRequest returns a request value for making API operation for Amazon GameLift.
Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using UpdateFleetPortSettingsRequest. req := client.UpdateFleetPortSettingsRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings
func (*Client) UpdateGameSessionQueueRequest ¶ added in v0.9.0
func (c *Client) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) UpdateGameSessionQueueRequest
UpdateGameSessionQueueRequest returns a request value for making API operation for Amazon GameLift.
Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
// Example sending a request using UpdateGameSessionQueueRequest. req := client.UpdateGameSessionQueueRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue
func (*Client) UpdateGameSessionRequest ¶ added in v0.9.0
func (c *Client) UpdateGameSessionRequest(input *UpdateGameSessionInput) UpdateGameSessionRequest
UpdateGameSessionRequest returns a request value for making API operation for Amazon GameLift.
Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
// Example sending a request using UpdateGameSessionRequest. req := client.UpdateGameSessionRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession
func (*Client) UpdateMatchmakingConfigurationRequest ¶ added in v0.9.0
func (c *Client) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) UpdateMatchmakingConfigurationRequest
UpdateMatchmakingConfigurationRequest returns a request value for making API operation for Amazon GameLift.
Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.
Learn more
Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-configuration.html)
Related operations
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
DeleteMatchmakingRuleSet
// Example sending a request using UpdateMatchmakingConfigurationRequest. req := client.UpdateMatchmakingConfigurationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration
func (*Client) UpdateRuntimeConfigurationRequest ¶ added in v0.9.0
func (c *Client) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) UpdateRuntimeConfigurationRequest
UpdateRuntimeConfigurationRequest returns a request value for making API operation for Amazon GameLift.
Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.
To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object with an updated set of server process configurations.
Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; run-time configuration changes are applied gradually as existing processes shut down and new processes are launched during Amazon GameLift's normal process recycling activity.
Learn more
Working with Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html).
Related operations
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
// Example sending a request using UpdateRuntimeConfigurationRequest. req := client.UpdateRuntimeConfigurationRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration
func (*Client) UpdateScriptRequest ¶ added in v0.9.0
func (c *Client) UpdateScriptRequest(input *UpdateScriptInput) UpdateScriptRequest
UpdateScriptRequest returns a request value for making API operation for Amazon GameLift.
Updates Realtime script metadata and content.
To update script metadata, specify the script ID and provide updated name and/or version values.
To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.
If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.
Learn more ¶
Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html)
Related operations
CreateScript
ListScripts
DescribeScript
UpdateScript
DeleteScript
// Example sending a request using UpdateScriptRequest. req := client.UpdateScriptRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript
func (*Client) ValidateMatchmakingRuleSetRequest ¶ added in v0.9.0
func (c *Client) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) ValidateMatchmakingRuleSetRequest
ValidateMatchmakingRuleSetRequest returns a request value for making API operation for Amazon GameLift.
Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.
Learn more
Related operations
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
DeleteMatchmakingRuleSet
// Example sending a request using ValidateMatchmakingRuleSetRequest. req := client.ValidateMatchmakingRuleSetRequest(params) resp, err := req.Send(context.TODO()) if err == nil { fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet
type ComparisonOperatorType ¶
type ComparisonOperatorType string
const ( ComparisonOperatorTypeGreaterThanOrEqualToThreshold ComparisonOperatorType = "GreaterThanOrEqualToThreshold" ComparisonOperatorTypeGreaterThanThreshold ComparisonOperatorType = "GreaterThanThreshold" ComparisonOperatorTypeLessThanThreshold ComparisonOperatorType = "LessThanThreshold" ComparisonOperatorTypeLessThanOrEqualToThreshold ComparisonOperatorType = "LessThanOrEqualToThreshold" )
Enum values for ComparisonOperatorType
func (ComparisonOperatorType) MarshalValue ¶ added in v0.3.0
func (enum ComparisonOperatorType) MarshalValue() (string, error)
func (ComparisonOperatorType) MarshalValueBuf ¶ added in v0.3.0
func (enum ComparisonOperatorType) MarshalValueBuf(b []byte) ([]byte, error)
type CreateAliasInput ¶
type CreateAliasInput struct { // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Object that specifies the fleet and routing type to use for the alias. // // RoutingStrategy is a required field RoutingStrategy *RoutingStrategy `type:"structure" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasInput
func (CreateAliasInput) String ¶
func (s CreateAliasInput) String() string
String returns the string representation
func (*CreateAliasInput) Validate ¶
func (s *CreateAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateAliasOutput ¶
type CreateAliasOutput struct { // Object that describes the newly created alias record. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasOutput
func (CreateAliasOutput) String ¶
func (s CreateAliasOutput) String() string
String returns the string representation
type CreateAliasRequest ¶
type CreateAliasRequest struct { *aws.Request Input *CreateAliasInput Copy func(*CreateAliasInput) CreateAliasRequest }
CreateAliasRequest is the request type for the CreateAlias API operation.
func (CreateAliasRequest) Send ¶
func (r CreateAliasRequest) Send(ctx context.Context) (*CreateAliasResponse, error)
Send marshals and sends the CreateAlias API request.
type CreateAliasResponse ¶ added in v0.9.0
type CreateAliasResponse struct { *CreateAliasOutput // contains filtered or unexported fields }
CreateAliasResponse is the response type for the CreateAlias API operation.
func (*CreateAliasResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreateAliasResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreateAlias request.
type CreateBuildInput ¶
type CreateBuildInput struct { // Descriptive label that is associated with a build. Build names do not need // to be unique. You can use UpdateBuild to change this value later. Name *string `min:"1" type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. // If your game build contains multiple executables, they all must run on the // same operating system. If an operating system is not specified when creating // a build, Amazon GameLift uses the default value (WINDOWS_2012). This value // cannot be changed later. OperatingSystem OperatingSystem `type:"string" enum:"true"` // Information indicating where your game build files are stored. Use this parameter // only when creating a build with files stored in an Amazon S3 bucket that // you own. The storage location must specify an Amazon S3 bucket name and key, // as well as a the ARN for a role that you set up to allow Amazon GameLift // to access your Amazon S3 bucket. The S3 bucket must be in the same region // that you want to create a new build in. StorageLocation *S3Location `type:"structure"` // Version that is associated with a build or script. Version strings do not // need to be unique. You can use UpdateBuild to change this value later. Version *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildInput
func (CreateBuildInput) String ¶
func (s CreateBuildInput) String() string
String returns the string representation
func (*CreateBuildInput) Validate ¶
func (s *CreateBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateBuildOutput ¶
type CreateBuildOutput struct { // The newly created build record, including a unique build ID and status. Build *Build `type:"structure"` // Amazon S3 location for your game build file, including bucket name and key. StorageLocation *S3Location `type:"structure"` // This element is returned only when the operation is called without a storage // location. It contains credentials to use when you are uploading a build file // to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have // a limited life span. To refresh these credentials, call RequestUploadCredentials. UploadCredentials *AwsCredentials `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildOutput
func (CreateBuildOutput) String ¶
func (s CreateBuildOutput) String() string
String returns the string representation
type CreateBuildRequest ¶
type CreateBuildRequest struct { *aws.Request Input *CreateBuildInput Copy func(*CreateBuildInput) CreateBuildRequest }
CreateBuildRequest is the request type for the CreateBuild API operation.
func (CreateBuildRequest) Send ¶
func (r CreateBuildRequest) Send(ctx context.Context) (*CreateBuildResponse, error)
Send marshals and sends the CreateBuild API request.
type CreateBuildResponse ¶ added in v0.9.0
type CreateBuildResponse struct { *CreateBuildOutput // contains filtered or unexported fields }
CreateBuildResponse is the response type for the CreateBuild API operation.
func (*CreateBuildResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreateBuildResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreateBuild request.
type CreateFleetInput ¶
type CreateFleetInput struct { // Unique identifier for a build to be deployed on the new fleet. The custom // game server build must have been successfully uploaded to Amazon GameLift // and be in a READY status. This fleet setting cannot be changed once the fleet // is created. BuildId *string `type:"string"` // 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 // game sessions that running on the fleet. For fleets using a custom game build, // this parameter is required before game sessions running on the fleet can // accept connections. For Realtime Servers fleets, Amazon GameLift automatically // sets TCP and UDP ranges for use by the Realtime servers. You can specify // multiple permission settings or add more by updating the fleet. EC2InboundPermissions []IpPermission `type:"list"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. // // EC2InstanceType is a required field EC2InstanceType EC2InstanceType `type:"string" required:"true" enum:"true"` // Indicates whether to use on-demand instances or spot instances for this fleet. // If empty, the default is ON_DEMAND. Both categories of instances use identical // hardware and configurations based on the instance type selected for this // fleet. Learn more about On-Demand versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot). FleetType FleetType `type:"string" enum:"true"` // Unique identifier for an AWS IAM role that manages access to your AWS services. // With an instance role ARN set, any application that runs on an instance in // this fleet can assume the role, including install scripts, server processes, // daemons (background processes). Create a role or look up a role's ARN using // the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS Management // Console. Learn more about using on-box credentials for your game servers // at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). InstanceRoleArn *string `min:"1" type:"string"` // This parameter is no longer used. Instead, to specify where Amazon GameLift // should store log files once a server process shuts down, use the Amazon GameLift // server API ProcessReady() and specify one or more directory paths in logParameters. // See more information in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). LogPaths []string `type:"list"` // Name of an Amazon CloudWatch metric group to add this fleet to. A metric // group aggregates the metrics for all fleets in the group. Specify an existing // metric group name, or provide a new name to create a new metric group. A // fleet can only be included in one metric group at a time. MetricGroups []string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Game session protection policy to apply to all instances in this fleet. If // this parameter is not set, instances in this fleet default to no protection. // You can change a fleet's protection policy using UpdateFleetAttributes, but // this change will only affect sessions created after the policy change. You // can also set protection for individual instances using UpdateGameSession. // // * NoProtection -- The game session can be terminated during a scale-down // event. // // * FullProtection -- If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy ProtectionPolicy `type:"string" enum:"true"` // Unique identifier for the AWS account with the VPC that you want to peer // your Amazon GameLift fleet with. You can find your Account ID in the AWS // Management Console under account settings. PeerVpcAwsAccountId *string `min:"1" type:"string"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` // Policy that limits the number of game sessions an individual player can create // over a span of time for this fleet. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Instructions for launching server processes on each instance in the fleet. // Server processes run either a custom game build executable or a Realtime // Servers script. The run-time configuration lists the types of server processes // to run on an instance and includes the following configuration settings: // the server executable or launch script file, launch parameters, and the number // of processes to run concurrently on each instance. A CreateFleet request // must include a run-time configuration with at least one server process configuration. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // Unique identifier for a Realtime script to be deployed on the new fleet. // The Realtime script must have been successfully uploaded to Amazon GameLift. // This fleet setting cannot be changed once the fleet is created. ScriptId *string `type:"string"` // This parameter is no longer used. Instead, specify server launch parameters // in the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a run-time configuration will continue // to work.) ServerLaunchParameters *string `min:"1" type:"string"` // This parameter is no longer used. Instead, specify a server launch path using // the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a run-time configuration will continue // to work.) ServerLaunchPath *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetInput
func (CreateFleetInput) String ¶
func (s CreateFleetInput) String() string
String returns the string representation
func (*CreateFleetInput) Validate ¶
func (s *CreateFleetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetOutput
func (CreateFleetOutput) String ¶
func (s CreateFleetOutput) String() string
String returns the string representation
type CreateFleetRequest ¶
type CreateFleetRequest struct { *aws.Request Input *CreateFleetInput Copy func(*CreateFleetInput) CreateFleetRequest }
CreateFleetRequest is the request type for the CreateFleet API operation.
func (CreateFleetRequest) Send ¶
func (r CreateFleetRequest) Send(ctx context.Context) (*CreateFleetResponse, error)
Send marshals and sends the CreateFleet API request.
type CreateFleetResponse ¶ added in v0.9.0
type CreateFleetResponse struct { *CreateFleetOutput // contains filtered or unexported fields }
CreateFleetResponse is the response type for the CreateFleet API operation.
func (*CreateFleetResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreateFleetResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreateFleet request.
type CreateGameSessionInput ¶
type CreateGameSessionInput struct { // Unique identifier for an alias associated with the fleet to create a game // session in. Each request must reference either a fleet ID or alias ID, but // not both. AliasId *string `type:"string"` // Unique identifier for a player or entity creating the game session. This // ID is used to enforce a resource protection policy (if one exists) that limits // the number of concurrent active game sessions one player can have. CreatorId *string `min:"1" type:"string"` // Unique identifier for a fleet to create a game session in. Each request must // reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // This parameter is no longer preferred. Please use IdempotencyToken instead. // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included // in the new game session's ID. (A game session ARN has the following format: // arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency // token>.) GameSessionId *string `min:"1" type:"string"` // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included // in the new game session's ID. (A game session ARN has the following format: // arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency // token>.) Idempotency tokens remain in use for 30 days after a game session // has ended; game session objects are retained for this time period and then // deleted. IdempotencyToken *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. Name *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionInput
func (CreateGameSessionInput) String ¶
func (s CreateGameSessionInput) String() string
String returns the string representation
func (*CreateGameSessionInput) Validate ¶
func (s *CreateGameSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateGameSessionOutput ¶
type CreateGameSessionOutput struct { // Object that describes the newly created game session record. GameSession *GameSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionOutput
func (CreateGameSessionOutput) String ¶
func (s CreateGameSessionOutput) String() string
String returns the string representation
type CreateGameSessionQueueInput ¶
type CreateGameSessionQueueInput struct { // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []GameSessionQueueDestination `type:"list"` // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. A player latency policy must set a value // for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API // requests will fail. PlayerLatencyPolicies []PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueInput
func (CreateGameSessionQueueInput) String ¶
func (s CreateGameSessionQueueInput) String() string
String returns the string representation
func (*CreateGameSessionQueueInput) Validate ¶
func (s *CreateGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateGameSessionQueueOutput ¶
type CreateGameSessionQueueOutput struct { // Object that describes the newly created game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueOutput
func (CreateGameSessionQueueOutput) String ¶
func (s CreateGameSessionQueueOutput) String() string
String returns the string representation
type CreateGameSessionQueueRequest ¶
type CreateGameSessionQueueRequest struct { *aws.Request Input *CreateGameSessionQueueInput Copy func(*CreateGameSessionQueueInput) CreateGameSessionQueueRequest }
CreateGameSessionQueueRequest is the request type for the CreateGameSessionQueue API operation.
func (CreateGameSessionQueueRequest) Send ¶
func (r CreateGameSessionQueueRequest) Send(ctx context.Context) (*CreateGameSessionQueueResponse, error)
Send marshals and sends the CreateGameSessionQueue API request.
type CreateGameSessionQueueResponse ¶ added in v0.9.0
type CreateGameSessionQueueResponse struct { *CreateGameSessionQueueOutput // contains filtered or unexported fields }
CreateGameSessionQueueResponse is the response type for the CreateGameSessionQueue API operation.
func (*CreateGameSessionQueueResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreateGameSessionQueueResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreateGameSessionQueue request.
type CreateGameSessionRequest ¶
type CreateGameSessionRequest struct { *aws.Request Input *CreateGameSessionInput Copy func(*CreateGameSessionInput) CreateGameSessionRequest }
CreateGameSessionRequest is the request type for the CreateGameSession API operation.
func (CreateGameSessionRequest) Send ¶
func (r CreateGameSessionRequest) Send(ctx context.Context) (*CreateGameSessionResponse, error)
Send marshals and sends the CreateGameSession API request.
type CreateGameSessionResponse ¶ added in v0.9.0
type CreateGameSessionResponse struct { *CreateGameSessionOutput // contains filtered or unexported fields }
CreateGameSessionResponse is the response type for the CreateGameSession API operation.
func (*CreateGameSessionResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreateGameSessionResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreateGameSession request.
type CreateMatchmakingConfigurationInput ¶
type CreateMatchmakingConfigurationInput struct { // Flag that determines whether a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. // // AcceptanceRequired is a required field AcceptanceRequired *bool `type:"boolean" required:"true"` // Length of time (in seconds) to wait for players to accept a proposed match. // If any player rejects the match or fails to accept before the timeout, the // ticket continues to look for an acceptable match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // Number of player slots in a match to keep open for future players. For example, // if the configuration's rule set specifies a match for a single 12-person // team, and the additional player count is set to 2, only 10 players are selected // for the match. AdditionalPlayerCount *int64 `type:"integer"` // Method used to backfill game sessions created with this matchmaking configuration. // Specify MANUAL when your game manages backfill requests manually or does // not use the match backfill feature. Specify AUTOMATIC to have GameLift create // a StartMatchBackfill request whenever a game session has one or more open // slots. Learn more about manual and automatic backfill in Backfill Existing // Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html). BackfillMode BackfillMode `type:"string" enum:"true"` // Information to be added to all events related to this matchmaking configuration. CustomEventData *string `type:"string"` // Meaningful description of the matchmaking configuration. Description *string `min:"1" type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameProperties []GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameSessionData *string `min:"1" type:"string"` // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:<region>:<aws account>:gamesessionqueue/<queue name>. // These queues are used when placing game sessions for matches that are created // with this matchmaking configuration. Queues can be located in any region. // // GameSessionQueueArns is a required field GameSessionQueueArns []string `type:"list" required:"true"` // Unique identifier for a matchmaking configuration. This name is used to identify // the configuration associated with a matchmaking request or ticket. // // Name is a required field Name *string `type:"string" required:"true"` // SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"string"` // Maximum duration, in seconds, that a matchmaking ticket can remain in process // before timing out. Requests that fail due to timing out can be resubmitted // as needed. // // RequestTimeoutSeconds is a required field RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"` // Unique identifier for a matchmaking rule set to use with this configuration. // A matchmaking configuration can only use rule sets that are defined in the // same region. // // RuleSetName is a required field RuleSetName *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfigurationInput
func (CreateMatchmakingConfigurationInput) String ¶
func (s CreateMatchmakingConfigurationInput) String() string
String returns the string representation
func (*CreateMatchmakingConfigurationInput) Validate ¶
func (s *CreateMatchmakingConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateMatchmakingConfigurationOutput ¶
type CreateMatchmakingConfigurationOutput struct { // Object that describes the newly created matchmaking configuration. Configuration *MatchmakingConfiguration `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfigurationOutput
func (CreateMatchmakingConfigurationOutput) String ¶
func (s CreateMatchmakingConfigurationOutput) String() string
String returns the string representation
type CreateMatchmakingConfigurationRequest ¶
type CreateMatchmakingConfigurationRequest struct { *aws.Request Input *CreateMatchmakingConfigurationInput Copy func(*CreateMatchmakingConfigurationInput) CreateMatchmakingConfigurationRequest }
CreateMatchmakingConfigurationRequest is the request type for the CreateMatchmakingConfiguration API operation.
func (CreateMatchmakingConfigurationRequest) Send ¶
func (r CreateMatchmakingConfigurationRequest) Send(ctx context.Context) (*CreateMatchmakingConfigurationResponse, error)
Send marshals and sends the CreateMatchmakingConfiguration API request.
type CreateMatchmakingConfigurationResponse ¶ added in v0.9.0
type CreateMatchmakingConfigurationResponse struct { *CreateMatchmakingConfigurationOutput // contains filtered or unexported fields }
CreateMatchmakingConfigurationResponse is the response type for the CreateMatchmakingConfiguration API operation.
func (*CreateMatchmakingConfigurationResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreateMatchmakingConfigurationResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreateMatchmakingConfiguration request.
type CreateMatchmakingRuleSetInput ¶
type CreateMatchmakingRuleSetInput struct { // Unique identifier for a matchmaking rule set. A matchmaking configuration // identifies the rule set it uses by this name value. (Note: The rule set name // is different from the optional "name" field in the rule set body.) // // Name is a required field Name *string `type:"string" required:"true"` // Collection of matchmaking rules, formatted as a JSON string. Comments are // not allowed in JSON, but most elements support a description field. // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetInput
func (CreateMatchmakingRuleSetInput) String ¶
func (s CreateMatchmakingRuleSetInput) String() string
String returns the string representation
func (*CreateMatchmakingRuleSetInput) Validate ¶
func (s *CreateMatchmakingRuleSetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateMatchmakingRuleSetOutput ¶
type CreateMatchmakingRuleSetOutput struct { // Object that describes the newly created matchmaking rule set. // // RuleSet is a required field RuleSet *MatchmakingRuleSet `type:"structure" required:"true"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetOutput
func (CreateMatchmakingRuleSetOutput) String ¶
func (s CreateMatchmakingRuleSetOutput) String() string
String returns the string representation
type CreateMatchmakingRuleSetRequest ¶
type CreateMatchmakingRuleSetRequest struct { *aws.Request Input *CreateMatchmakingRuleSetInput Copy func(*CreateMatchmakingRuleSetInput) CreateMatchmakingRuleSetRequest }
CreateMatchmakingRuleSetRequest is the request type for the CreateMatchmakingRuleSet API operation.
func (CreateMatchmakingRuleSetRequest) Send ¶
func (r CreateMatchmakingRuleSetRequest) Send(ctx context.Context) (*CreateMatchmakingRuleSetResponse, error)
Send marshals and sends the CreateMatchmakingRuleSet API request.
type CreateMatchmakingRuleSetResponse ¶ added in v0.9.0
type CreateMatchmakingRuleSetResponse struct { *CreateMatchmakingRuleSetOutput // contains filtered or unexported fields }
CreateMatchmakingRuleSetResponse is the response type for the CreateMatchmakingRuleSet API operation.
func (*CreateMatchmakingRuleSetResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreateMatchmakingRuleSetResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreateMatchmakingRuleSet request.
type CreatePlayerSessionInput ¶
type CreatePlayerSessionInput struct { // Unique identifier for the game session to add a player to. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player. Player IDs are developer-defined. // // PlayerId is a required field PlayerId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionInput
func (CreatePlayerSessionInput) String ¶
func (s CreatePlayerSessionInput) String() string
String returns the string representation
func (*CreatePlayerSessionInput) Validate ¶
func (s *CreatePlayerSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreatePlayerSessionOutput ¶
type CreatePlayerSessionOutput struct { // Object that describes the newly created player session record. PlayerSession *PlayerSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionOutput
func (CreatePlayerSessionOutput) String ¶
func (s CreatePlayerSessionOutput) String() string
String returns the string representation
type CreatePlayerSessionRequest ¶
type CreatePlayerSessionRequest struct { *aws.Request Input *CreatePlayerSessionInput Copy func(*CreatePlayerSessionInput) CreatePlayerSessionRequest }
CreatePlayerSessionRequest is the request type for the CreatePlayerSession API operation.
func (CreatePlayerSessionRequest) Send ¶
func (r CreatePlayerSessionRequest) Send(ctx context.Context) (*CreatePlayerSessionResponse, error)
Send marshals and sends the CreatePlayerSession API request.
type CreatePlayerSessionResponse ¶ added in v0.9.0
type CreatePlayerSessionResponse struct { *CreatePlayerSessionOutput // contains filtered or unexported fields }
CreatePlayerSessionResponse is the response type for the CreatePlayerSession API operation.
func (*CreatePlayerSessionResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreatePlayerSessionResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreatePlayerSession request.
type CreatePlayerSessionsInput ¶
type CreatePlayerSessionsInput struct { // Unique identifier for the game session to add players to. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Map of string pairs, each specifying a player ID and a set of developer-defined // information related to the player. Amazon GameLift does not use this data, // so it can be formatted as needed for use in the game. Player data strings // for player IDs not included in the PlayerIds parameter are ignored. PlayerDataMap map[string]string `type:"map"` // List of unique identifiers for the players to be added. // // PlayerIds is a required field PlayerIds []string `min:"1" type:"list" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsInput
func (CreatePlayerSessionsInput) String ¶
func (s CreatePlayerSessionsInput) String() string
String returns the string representation
func (*CreatePlayerSessionsInput) Validate ¶
func (s *CreatePlayerSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreatePlayerSessionsOutput ¶
type CreatePlayerSessionsOutput struct { // 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsOutput
func (CreatePlayerSessionsOutput) String ¶
func (s CreatePlayerSessionsOutput) String() string
String returns the string representation
type CreatePlayerSessionsRequest ¶
type CreatePlayerSessionsRequest struct { *aws.Request Input *CreatePlayerSessionsInput Copy func(*CreatePlayerSessionsInput) CreatePlayerSessionsRequest }
CreatePlayerSessionsRequest is the request type for the CreatePlayerSessions API operation.
func (CreatePlayerSessionsRequest) Send ¶
func (r CreatePlayerSessionsRequest) Send(ctx context.Context) (*CreatePlayerSessionsResponse, error)
Send marshals and sends the CreatePlayerSessions API request.
type CreatePlayerSessionsResponse ¶ added in v0.9.0
type CreatePlayerSessionsResponse struct { *CreatePlayerSessionsOutput // contains filtered or unexported fields }
CreatePlayerSessionsResponse is the response type for the CreatePlayerSessions API operation.
func (*CreatePlayerSessionsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreatePlayerSessionsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreatePlayerSessions request.
type CreateScriptInput ¶ added in v0.8.0
type CreateScriptInput struct { // Descriptive label that is associated with a script. Script names do not need // to be unique. You can use UpdateScript to change this value later. Name *string `min:"1" type:"string"` // Location of the Amazon S3 bucket where a zipped file containing your Realtime // scripts is stored. The storage location must specify the Amazon S3 bucket // name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift // to access the Amazon S3 storage location. The S3 bucket must be in the same // region where you want to create a new script. By default, Amazon GameLift // uploads the latest version of the zip file; if you have S3 object versioning // turned on, you can use the ObjectVersion parameter to specify an earlier // version. StorageLocation *S3Location `type:"structure"` // Version that is associated with a build or script. Version strings do not // need to be unique. You can use UpdateScript to change this value later. Version *string `min:"1" type:"string"` // Data object containing your Realtime scripts and dependencies as a zip file. // The zip file can have one or multiple files. Maximum size of a zip file is // 5 MB. // // When using the AWS CLI tool to create a script, this parameter is set to // the zip file name. It must be prepended with the string "fileb://" to indicate // that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip. // // ZipFile is automatically base64 encoded/decoded by the SDK. ZipFile []byte `type:"blob"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScriptInput
func (CreateScriptInput) String ¶ added in v0.8.0
func (s CreateScriptInput) String() string
String returns the string representation
func (*CreateScriptInput) Validate ¶ added in v0.8.0
func (s *CreateScriptInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateScriptOutput ¶ added in v0.8.0
type CreateScriptOutput struct { // The newly created script record with a unique script ID. The new script's // storage location reflects an Amazon S3 location: (1) If the script was uploaded // from an S3 bucket under your account, the storage location reflects the information // that was provided in the CreateScript request; (2) If the script file was // uploaded from a local zip file, the storage location reflects an S3 location // controls by the Amazon GameLift service. Script *Script `type:"structure"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScriptOutput
func (CreateScriptOutput) String ¶ added in v0.8.0
func (s CreateScriptOutput) String() string
String returns the string representation
type CreateScriptRequest ¶ added in v0.8.0
type CreateScriptRequest struct { *aws.Request Input *CreateScriptInput Copy func(*CreateScriptInput) CreateScriptRequest }
CreateScriptRequest is the request type for the CreateScript API operation.
func (CreateScriptRequest) Send ¶ added in v0.8.0
func (r CreateScriptRequest) Send(ctx context.Context) (*CreateScriptResponse, error)
Send marshals and sends the CreateScript API request.
type CreateScriptResponse ¶ added in v0.9.0
type CreateScriptResponse struct { *CreateScriptOutput // contains filtered or unexported fields }
CreateScriptResponse is the response type for the CreateScript API operation.
func (*CreateScriptResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreateScriptResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreateScript request.
type CreateVpcPeeringAuthorizationInput ¶
type CreateVpcPeeringAuthorizationInput struct { // Unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorizationInput
func (CreateVpcPeeringAuthorizationInput) String ¶
func (s CreateVpcPeeringAuthorizationInput) String() string
String returns the string representation
func (*CreateVpcPeeringAuthorizationInput) Validate ¶
func (s *CreateVpcPeeringAuthorizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateVpcPeeringAuthorizationOutput ¶
type CreateVpcPeeringAuthorizationOutput struct { // Details on the requested VPC peering authorization, including expiration. VpcPeeringAuthorization *VpcPeeringAuthorization `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorizationOutput
func (CreateVpcPeeringAuthorizationOutput) String ¶
func (s CreateVpcPeeringAuthorizationOutput) String() string
String returns the string representation
type CreateVpcPeeringAuthorizationRequest ¶
type CreateVpcPeeringAuthorizationRequest struct { *aws.Request Input *CreateVpcPeeringAuthorizationInput Copy func(*CreateVpcPeeringAuthorizationInput) CreateVpcPeeringAuthorizationRequest }
CreateVpcPeeringAuthorizationRequest is the request type for the CreateVpcPeeringAuthorization API operation.
func (CreateVpcPeeringAuthorizationRequest) Send ¶
func (r CreateVpcPeeringAuthorizationRequest) Send(ctx context.Context) (*CreateVpcPeeringAuthorizationResponse, error)
Send marshals and sends the CreateVpcPeeringAuthorization API request.
type CreateVpcPeeringAuthorizationResponse ¶ added in v0.9.0
type CreateVpcPeeringAuthorizationResponse struct { *CreateVpcPeeringAuthorizationOutput // contains filtered or unexported fields }
CreateVpcPeeringAuthorizationResponse is the response type for the CreateVpcPeeringAuthorization API operation.
func (*CreateVpcPeeringAuthorizationResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreateVpcPeeringAuthorizationResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreateVpcPeeringAuthorization request.
type CreateVpcPeeringConnectionInput ¶
type CreateVpcPeeringConnectionInput struct { // Unique identifier for a fleet. This tells Amazon GameLift which GameLift // VPC to peer with. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for the AWS account with the VPC that you want to peer // your Amazon GameLift fleet with. You can find your Account ID in the AWS // Management Console under account settings. // // PeerVpcAwsAccountId is a required field PeerVpcAwsAccountId *string `min:"1" type:"string" required:"true"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnectionInput
func (CreateVpcPeeringConnectionInput) String ¶
func (s CreateVpcPeeringConnectionInput) String() string
String returns the string representation
func (*CreateVpcPeeringConnectionInput) Validate ¶
func (s *CreateVpcPeeringConnectionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateVpcPeeringConnectionOutput ¶
type CreateVpcPeeringConnectionOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnectionOutput
func (CreateVpcPeeringConnectionOutput) String ¶
func (s CreateVpcPeeringConnectionOutput) String() string
String returns the string representation
type CreateVpcPeeringConnectionRequest ¶
type CreateVpcPeeringConnectionRequest struct { *aws.Request Input *CreateVpcPeeringConnectionInput Copy func(*CreateVpcPeeringConnectionInput) CreateVpcPeeringConnectionRequest }
CreateVpcPeeringConnectionRequest is the request type for the CreateVpcPeeringConnection API operation.
func (CreateVpcPeeringConnectionRequest) Send ¶
func (r CreateVpcPeeringConnectionRequest) Send(ctx context.Context) (*CreateVpcPeeringConnectionResponse, error)
Send marshals and sends the CreateVpcPeeringConnection API request.
type CreateVpcPeeringConnectionResponse ¶ added in v0.9.0
type CreateVpcPeeringConnectionResponse struct { *CreateVpcPeeringConnectionOutput // contains filtered or unexported fields }
CreateVpcPeeringConnectionResponse is the response type for the CreateVpcPeeringConnection API operation.
func (*CreateVpcPeeringConnectionResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *CreateVpcPeeringConnectionResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the CreateVpcPeeringConnection request.
type DeleteAliasInput ¶
type DeleteAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to delete. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasInput
func (DeleteAliasInput) String ¶
func (s DeleteAliasInput) String() string
String returns the string representation
func (*DeleteAliasInput) Validate ¶
func (s *DeleteAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteAliasOutput ¶
type DeleteAliasOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasOutput
func (DeleteAliasOutput) String ¶
func (s DeleteAliasOutput) String() string
String returns the string representation
type DeleteAliasRequest ¶
type DeleteAliasRequest struct { *aws.Request Input *DeleteAliasInput Copy func(*DeleteAliasInput) DeleteAliasRequest }
DeleteAliasRequest is the request type for the DeleteAlias API operation.
func (DeleteAliasRequest) Send ¶
func (r DeleteAliasRequest) Send(ctx context.Context) (*DeleteAliasResponse, error)
Send marshals and sends the DeleteAlias API request.
type DeleteAliasResponse ¶ added in v0.9.0
type DeleteAliasResponse struct { *DeleteAliasOutput // contains filtered or unexported fields }
DeleteAliasResponse is the response type for the DeleteAlias API operation.
func (*DeleteAliasResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DeleteAliasResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DeleteAlias request.
type DeleteBuildInput ¶
type DeleteBuildInput struct { // Unique identifier for a build to delete. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildInput
func (DeleteBuildInput) String ¶
func (s DeleteBuildInput) String() string
String returns the string representation
func (*DeleteBuildInput) Validate ¶
func (s *DeleteBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteBuildOutput ¶
type DeleteBuildOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildOutput
func (DeleteBuildOutput) String ¶
func (s DeleteBuildOutput) String() string
String returns the string representation
type DeleteBuildRequest ¶
type DeleteBuildRequest struct { *aws.Request Input *DeleteBuildInput Copy func(*DeleteBuildInput) DeleteBuildRequest }
DeleteBuildRequest is the request type for the DeleteBuild API operation.
func (DeleteBuildRequest) Send ¶
func (r DeleteBuildRequest) Send(ctx context.Context) (*DeleteBuildResponse, error)
Send marshals and sends the DeleteBuild API request.
type DeleteBuildResponse ¶ added in v0.9.0
type DeleteBuildResponse struct { *DeleteBuildOutput // contains filtered or unexported fields }
DeleteBuildResponse is the response type for the DeleteBuild API operation.
func (*DeleteBuildResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DeleteBuildResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DeleteBuild request.
type DeleteFleetInput ¶
type DeleteFleetInput struct { // Unique identifier for a fleet to be deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetInput
func (DeleteFleetInput) String ¶
func (s DeleteFleetInput) String() string
String returns the string representation
func (*DeleteFleetInput) Validate ¶
func (s *DeleteFleetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteFleetOutput ¶
type DeleteFleetOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetOutput
func (DeleteFleetOutput) String ¶
func (s DeleteFleetOutput) String() string
String returns the string representation
type DeleteFleetRequest ¶
type DeleteFleetRequest struct { *aws.Request Input *DeleteFleetInput Copy func(*DeleteFleetInput) DeleteFleetRequest }
DeleteFleetRequest is the request type for the DeleteFleet API operation.
func (DeleteFleetRequest) Send ¶
func (r DeleteFleetRequest) Send(ctx context.Context) (*DeleteFleetResponse, error)
Send marshals and sends the DeleteFleet API request.
type DeleteFleetResponse ¶ added in v0.9.0
type DeleteFleetResponse struct { *DeleteFleetOutput // contains filtered or unexported fields }
DeleteFleetResponse is the response type for the DeleteFleet API operation.
func (*DeleteFleetResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DeleteFleetResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DeleteFleet request.
type DeleteGameSessionQueueInput ¶
type DeleteGameSessionQueueInput struct { // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueInput
func (DeleteGameSessionQueueInput) String ¶
func (s DeleteGameSessionQueueInput) String() string
String returns the string representation
func (*DeleteGameSessionQueueInput) Validate ¶
func (s *DeleteGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteGameSessionQueueOutput ¶
type DeleteGameSessionQueueOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueOutput
func (DeleteGameSessionQueueOutput) String ¶
func (s DeleteGameSessionQueueOutput) String() string
String returns the string representation
type DeleteGameSessionQueueRequest ¶
type DeleteGameSessionQueueRequest struct { *aws.Request Input *DeleteGameSessionQueueInput Copy func(*DeleteGameSessionQueueInput) DeleteGameSessionQueueRequest }
DeleteGameSessionQueueRequest is the request type for the DeleteGameSessionQueue API operation.
func (DeleteGameSessionQueueRequest) Send ¶
func (r DeleteGameSessionQueueRequest) Send(ctx context.Context) (*DeleteGameSessionQueueResponse, error)
Send marshals and sends the DeleteGameSessionQueue API request.
type DeleteGameSessionQueueResponse ¶ added in v0.9.0
type DeleteGameSessionQueueResponse struct { *DeleteGameSessionQueueOutput // contains filtered or unexported fields }
DeleteGameSessionQueueResponse is the response type for the DeleteGameSessionQueue API operation.
func (*DeleteGameSessionQueueResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DeleteGameSessionQueueResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DeleteGameSessionQueue request.
type DeleteMatchmakingConfigurationInput ¶
type DeleteMatchmakingConfigurationInput struct { // Unique identifier for a matchmaking configuration // // Name is a required field Name *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfigurationInput
func (DeleteMatchmakingConfigurationInput) String ¶
func (s DeleteMatchmakingConfigurationInput) String() string
String returns the string representation
func (*DeleteMatchmakingConfigurationInput) Validate ¶
func (s *DeleteMatchmakingConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteMatchmakingConfigurationOutput ¶
type DeleteMatchmakingConfigurationOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfigurationOutput
func (DeleteMatchmakingConfigurationOutput) String ¶
func (s DeleteMatchmakingConfigurationOutput) String() string
String returns the string representation
type DeleteMatchmakingConfigurationRequest ¶
type DeleteMatchmakingConfigurationRequest struct { *aws.Request Input *DeleteMatchmakingConfigurationInput Copy func(*DeleteMatchmakingConfigurationInput) DeleteMatchmakingConfigurationRequest }
DeleteMatchmakingConfigurationRequest is the request type for the DeleteMatchmakingConfiguration API operation.
func (DeleteMatchmakingConfigurationRequest) Send ¶
func (r DeleteMatchmakingConfigurationRequest) Send(ctx context.Context) (*DeleteMatchmakingConfigurationResponse, error)
Send marshals and sends the DeleteMatchmakingConfiguration API request.
type DeleteMatchmakingConfigurationResponse ¶ added in v0.9.0
type DeleteMatchmakingConfigurationResponse struct { *DeleteMatchmakingConfigurationOutput // contains filtered or unexported fields }
DeleteMatchmakingConfigurationResponse is the response type for the DeleteMatchmakingConfiguration API operation.
func (*DeleteMatchmakingConfigurationResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DeleteMatchmakingConfigurationResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DeleteMatchmakingConfiguration request.
type DeleteMatchmakingRuleSetInput ¶ added in v0.8.0
type DeleteMatchmakingRuleSetInput struct { // Unique identifier for a matchmaking rule set to be deleted. (Note: The rule // set name is different from the optional "name" field in the rule set body.) // // Name is a required field Name *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSetInput
func (DeleteMatchmakingRuleSetInput) String ¶ added in v0.8.0
func (s DeleteMatchmakingRuleSetInput) String() string
String returns the string representation
func (*DeleteMatchmakingRuleSetInput) Validate ¶ added in v0.8.0
func (s *DeleteMatchmakingRuleSetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteMatchmakingRuleSetOutput ¶ added in v0.8.0
type DeleteMatchmakingRuleSetOutput struct {
// contains filtered or unexported fields
}
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSetOutput
func (DeleteMatchmakingRuleSetOutput) String ¶ added in v0.8.0
func (s DeleteMatchmakingRuleSetOutput) String() string
String returns the string representation
type DeleteMatchmakingRuleSetRequest ¶ added in v0.8.0
type DeleteMatchmakingRuleSetRequest struct { *aws.Request Input *DeleteMatchmakingRuleSetInput Copy func(*DeleteMatchmakingRuleSetInput) DeleteMatchmakingRuleSetRequest }
DeleteMatchmakingRuleSetRequest is the request type for the DeleteMatchmakingRuleSet API operation.
func (DeleteMatchmakingRuleSetRequest) Send ¶ added in v0.8.0
func (r DeleteMatchmakingRuleSetRequest) Send(ctx context.Context) (*DeleteMatchmakingRuleSetResponse, error)
Send marshals and sends the DeleteMatchmakingRuleSet API request.
type DeleteMatchmakingRuleSetResponse ¶ added in v0.9.0
type DeleteMatchmakingRuleSetResponse struct { *DeleteMatchmakingRuleSetOutput // contains filtered or unexported fields }
DeleteMatchmakingRuleSetResponse is the response type for the DeleteMatchmakingRuleSet API operation.
func (*DeleteMatchmakingRuleSetResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DeleteMatchmakingRuleSetResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DeleteMatchmakingRuleSet request.
type DeleteScalingPolicyInput ¶
type DeleteScalingPolicyInput struct { // Unique identifier for a fleet to be deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyInput
func (DeleteScalingPolicyInput) String ¶
func (s DeleteScalingPolicyInput) String() string
String returns the string representation
func (*DeleteScalingPolicyInput) Validate ¶
func (s *DeleteScalingPolicyInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteScalingPolicyOutput ¶
type DeleteScalingPolicyOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyOutput
func (DeleteScalingPolicyOutput) String ¶
func (s DeleteScalingPolicyOutput) String() string
String returns the string representation
type DeleteScalingPolicyRequest ¶
type DeleteScalingPolicyRequest struct { *aws.Request Input *DeleteScalingPolicyInput Copy func(*DeleteScalingPolicyInput) DeleteScalingPolicyRequest }
DeleteScalingPolicyRequest is the request type for the DeleteScalingPolicy API operation.
func (DeleteScalingPolicyRequest) Send ¶
func (r DeleteScalingPolicyRequest) Send(ctx context.Context) (*DeleteScalingPolicyResponse, error)
Send marshals and sends the DeleteScalingPolicy API request.
type DeleteScalingPolicyResponse ¶ added in v0.9.0
type DeleteScalingPolicyResponse struct { *DeleteScalingPolicyOutput // contains filtered or unexported fields }
DeleteScalingPolicyResponse is the response type for the DeleteScalingPolicy API operation.
func (*DeleteScalingPolicyResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DeleteScalingPolicyResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DeleteScalingPolicy request.
type DeleteScriptInput ¶ added in v0.8.0
type DeleteScriptInput struct { // Unique identifier for a Realtime script to delete. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScriptInput
func (DeleteScriptInput) String ¶ added in v0.8.0
func (s DeleteScriptInput) String() string
String returns the string representation
func (*DeleteScriptInput) Validate ¶ added in v0.8.0
func (s *DeleteScriptInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteScriptOutput ¶ added in v0.8.0
type DeleteScriptOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScriptOutput
func (DeleteScriptOutput) String ¶ added in v0.8.0
func (s DeleteScriptOutput) String() string
String returns the string representation
type DeleteScriptRequest ¶ added in v0.8.0
type DeleteScriptRequest struct { *aws.Request Input *DeleteScriptInput Copy func(*DeleteScriptInput) DeleteScriptRequest }
DeleteScriptRequest is the request type for the DeleteScript API operation.
func (DeleteScriptRequest) Send ¶ added in v0.8.0
func (r DeleteScriptRequest) Send(ctx context.Context) (*DeleteScriptResponse, error)
Send marshals and sends the DeleteScript API request.
type DeleteScriptResponse ¶ added in v0.9.0
type DeleteScriptResponse struct { *DeleteScriptOutput // contains filtered or unexported fields }
DeleteScriptResponse is the response type for the DeleteScript API operation.
func (*DeleteScriptResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DeleteScriptResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DeleteScript request.
type DeleteVpcPeeringAuthorizationInput ¶
type DeleteVpcPeeringAuthorizationInput struct { // Unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorizationInput
func (DeleteVpcPeeringAuthorizationInput) String ¶
func (s DeleteVpcPeeringAuthorizationInput) String() string
String returns the string representation
func (*DeleteVpcPeeringAuthorizationInput) Validate ¶
func (s *DeleteVpcPeeringAuthorizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteVpcPeeringAuthorizationOutput ¶
type DeleteVpcPeeringAuthorizationOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorizationOutput
func (DeleteVpcPeeringAuthorizationOutput) String ¶
func (s DeleteVpcPeeringAuthorizationOutput) String() string
String returns the string representation
type DeleteVpcPeeringAuthorizationRequest ¶
type DeleteVpcPeeringAuthorizationRequest struct { *aws.Request Input *DeleteVpcPeeringAuthorizationInput Copy func(*DeleteVpcPeeringAuthorizationInput) DeleteVpcPeeringAuthorizationRequest }
DeleteVpcPeeringAuthorizationRequest is the request type for the DeleteVpcPeeringAuthorization API operation.
func (DeleteVpcPeeringAuthorizationRequest) Send ¶
func (r DeleteVpcPeeringAuthorizationRequest) Send(ctx context.Context) (*DeleteVpcPeeringAuthorizationResponse, error)
Send marshals and sends the DeleteVpcPeeringAuthorization API request.
type DeleteVpcPeeringAuthorizationResponse ¶ added in v0.9.0
type DeleteVpcPeeringAuthorizationResponse struct { *DeleteVpcPeeringAuthorizationOutput // contains filtered or unexported fields }
DeleteVpcPeeringAuthorizationResponse is the response type for the DeleteVpcPeeringAuthorization API operation.
func (*DeleteVpcPeeringAuthorizationResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DeleteVpcPeeringAuthorizationResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DeleteVpcPeeringAuthorization request.
type DeleteVpcPeeringConnectionInput ¶
type DeleteVpcPeeringConnectionInput struct { // Unique identifier for a fleet. This value must match the fleet ID referenced // in the VPC peering connection record. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for a VPC peering connection. This value is included in // the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections. // // VpcPeeringConnectionId is a required field VpcPeeringConnectionId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnectionInput
func (DeleteVpcPeeringConnectionInput) String ¶
func (s DeleteVpcPeeringConnectionInput) String() string
String returns the string representation
func (*DeleteVpcPeeringConnectionInput) Validate ¶
func (s *DeleteVpcPeeringConnectionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteVpcPeeringConnectionOutput ¶
type DeleteVpcPeeringConnectionOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnectionOutput
func (DeleteVpcPeeringConnectionOutput) String ¶
func (s DeleteVpcPeeringConnectionOutput) String() string
String returns the string representation
type DeleteVpcPeeringConnectionRequest ¶
type DeleteVpcPeeringConnectionRequest struct { *aws.Request Input *DeleteVpcPeeringConnectionInput Copy func(*DeleteVpcPeeringConnectionInput) DeleteVpcPeeringConnectionRequest }
DeleteVpcPeeringConnectionRequest is the request type for the DeleteVpcPeeringConnection API operation.
func (DeleteVpcPeeringConnectionRequest) Send ¶
func (r DeleteVpcPeeringConnectionRequest) Send(ctx context.Context) (*DeleteVpcPeeringConnectionResponse, error)
Send marshals and sends the DeleteVpcPeeringConnection API request.
type DeleteVpcPeeringConnectionResponse ¶ added in v0.9.0
type DeleteVpcPeeringConnectionResponse struct { *DeleteVpcPeeringConnectionOutput // contains filtered or unexported fields }
DeleteVpcPeeringConnectionResponse is the response type for the DeleteVpcPeeringConnection API operation.
func (*DeleteVpcPeeringConnectionResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DeleteVpcPeeringConnectionResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DeleteVpcPeeringConnection request.
type DescribeAliasInput ¶
type DescribeAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to retrieve. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasInput
func (DescribeAliasInput) String ¶
func (s DescribeAliasInput) String() string
String returns the string representation
func (*DescribeAliasInput) Validate ¶
func (s *DescribeAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeAliasOutput ¶
type DescribeAliasOutput struct { // Object that contains the requested alias. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasOutput
func (DescribeAliasOutput) String ¶
func (s DescribeAliasOutput) String() string
String returns the string representation
type DescribeAliasRequest ¶
type DescribeAliasRequest struct { *aws.Request Input *DescribeAliasInput Copy func(*DescribeAliasInput) DescribeAliasRequest }
DescribeAliasRequest is the request type for the DescribeAlias API operation.
func (DescribeAliasRequest) Send ¶
func (r DescribeAliasRequest) Send(ctx context.Context) (*DescribeAliasResponse, error)
Send marshals and sends the DescribeAlias API request.
type DescribeAliasResponse ¶ added in v0.9.0
type DescribeAliasResponse struct { *DescribeAliasOutput // contains filtered or unexported fields }
DescribeAliasResponse is the response type for the DescribeAlias API operation.
func (*DescribeAliasResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeAliasResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeAlias request.
type DescribeBuildInput ¶
type DescribeBuildInput struct { // Unique identifier for a build to retrieve properties for. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildInput
func (DescribeBuildInput) String ¶
func (s DescribeBuildInput) String() string
String returns the string representation
func (*DescribeBuildInput) Validate ¶
func (s *DescribeBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeBuildOutput ¶
type DescribeBuildOutput struct { // Set of properties describing the requested build. Build *Build `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildOutput
func (DescribeBuildOutput) String ¶
func (s DescribeBuildOutput) String() string
String returns the string representation
type DescribeBuildRequest ¶
type DescribeBuildRequest struct { *aws.Request Input *DescribeBuildInput Copy func(*DescribeBuildInput) DescribeBuildRequest }
DescribeBuildRequest is the request type for the DescribeBuild API operation.
func (DescribeBuildRequest) Send ¶
func (r DescribeBuildRequest) Send(ctx context.Context) (*DescribeBuildResponse, error)
Send marshals and sends the DescribeBuild API request.
type DescribeBuildResponse ¶ added in v0.9.0
type DescribeBuildResponse struct { *DescribeBuildOutput // contains filtered or unexported fields }
DescribeBuildResponse is the response type for the DescribeBuild API operation.
func (*DescribeBuildResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeBuildResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeBuild request.
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. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave // this parameter blank to retrieve limits for all types. EC2InstanceType EC2InstanceType `type:"string" enum:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsInput
func (DescribeEC2InstanceLimitsInput) String ¶
func (s DescribeEC2InstanceLimitsInput) String() string
String returns the string representation
type DescribeEC2InstanceLimitsOutput ¶
type DescribeEC2InstanceLimitsOutput struct { // Object that contains 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsOutput
func (DescribeEC2InstanceLimitsOutput) String ¶
func (s DescribeEC2InstanceLimitsOutput) String() string
String returns the string representation
type DescribeEC2InstanceLimitsRequest ¶
type DescribeEC2InstanceLimitsRequest struct { *aws.Request Input *DescribeEC2InstanceLimitsInput Copy func(*DescribeEC2InstanceLimitsInput) DescribeEC2InstanceLimitsRequest }
DescribeEC2InstanceLimitsRequest is the request type for the DescribeEC2InstanceLimits API operation.
func (DescribeEC2InstanceLimitsRequest) Send ¶
func (r DescribeEC2InstanceLimitsRequest) Send(ctx context.Context) (*DescribeEC2InstanceLimitsResponse, error)
Send marshals and sends the DescribeEC2InstanceLimits API request.
type DescribeEC2InstanceLimitsResponse ¶ added in v0.9.0
type DescribeEC2InstanceLimitsResponse struct { *DescribeEC2InstanceLimitsOutput // contains filtered or unexported fields }
DescribeEC2InstanceLimitsResponse is the response type for the DescribeEC2InstanceLimits API operation.
func (*DescribeEC2InstanceLimitsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeEC2InstanceLimitsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeEC2InstanceLimits request.
type DescribeFleetAttributesInput ¶
type DescribeFleetAttributesInput struct { // Unique identifier for a fleet(s) to retrieve attributes for. To request attributes // for all fleets, leave this parameter empty. FleetIds []string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. This parameter // is ignored when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesInput
func (DescribeFleetAttributesInput) String ¶
func (s DescribeFleetAttributesInput) String() string
String returns the string representation
func (*DescribeFleetAttributesInput) Validate ¶
func (s *DescribeFleetAttributesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetAttributesOutput ¶
type DescribeFleetAttributesOutput struct { // Collection of objects containing attribute metadata for each requested fleet // ID. FleetAttributes []FleetAttributes `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesOutput
func (DescribeFleetAttributesOutput) String ¶
func (s DescribeFleetAttributesOutput) String() string
String returns the string representation
type DescribeFleetAttributesRequest ¶
type DescribeFleetAttributesRequest struct { *aws.Request Input *DescribeFleetAttributesInput Copy func(*DescribeFleetAttributesInput) DescribeFleetAttributesRequest }
DescribeFleetAttributesRequest is the request type for the DescribeFleetAttributes API operation.
func (DescribeFleetAttributesRequest) Send ¶
func (r DescribeFleetAttributesRequest) Send(ctx context.Context) (*DescribeFleetAttributesResponse, error)
Send marshals and sends the DescribeFleetAttributes API request.
type DescribeFleetAttributesResponse ¶ added in v0.9.0
type DescribeFleetAttributesResponse struct { *DescribeFleetAttributesOutput // contains filtered or unexported fields }
DescribeFleetAttributesResponse is the response type for the DescribeFleetAttributes API operation.
func (*DescribeFleetAttributesResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeFleetAttributesResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeFleetAttributes request.
type DescribeFleetCapacityInput ¶
type DescribeFleetCapacityInput struct { // Unique identifier for a fleet(s) to retrieve capacity information for. To // request capacity information for all fleets, leave this parameter empty. FleetIds []string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. This parameter // is ignored when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityInput
func (DescribeFleetCapacityInput) String ¶
func (s DescribeFleetCapacityInput) String() string
String returns the string representation
func (*DescribeFleetCapacityInput) Validate ¶
func (s *DescribeFleetCapacityInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetCapacityOutput ¶
type DescribeFleetCapacityOutput struct { // Collection of objects containing capacity information for each requested // fleet ID. Leave this parameter empty to retrieve capacity information for // all fleets. FleetCapacity []FleetCapacity `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityOutput
func (DescribeFleetCapacityOutput) String ¶
func (s DescribeFleetCapacityOutput) String() string
String returns the string representation
type DescribeFleetCapacityRequest ¶
type DescribeFleetCapacityRequest struct { *aws.Request Input *DescribeFleetCapacityInput Copy func(*DescribeFleetCapacityInput) DescribeFleetCapacityRequest }
DescribeFleetCapacityRequest is the request type for the DescribeFleetCapacity API operation.
func (DescribeFleetCapacityRequest) Send ¶
func (r DescribeFleetCapacityRequest) Send(ctx context.Context) (*DescribeFleetCapacityResponse, error)
Send marshals and sends the DescribeFleetCapacity API request.
type DescribeFleetCapacityResponse ¶ added in v0.9.0
type DescribeFleetCapacityResponse struct { *DescribeFleetCapacityOutput // contains filtered or unexported fields }
DescribeFleetCapacityResponse is the response type for the DescribeFleetCapacity API operation.
func (*DescribeFleetCapacityResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeFleetCapacityResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeFleetCapacity request.
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 a fleet to get event logs for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Earliest date to retrieve event logs for. If no start time is specified, // this call returns entries starting from when the fleet was created to the // specified end time. Format is a number expressed in Unix time as milliseconds // (ex: "1469498468.057"). StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsInput
func (DescribeFleetEventsInput) String ¶
func (s DescribeFleetEventsInput) String() string
String returns the string representation
func (*DescribeFleetEventsInput) Validate ¶
func (s *DescribeFleetEventsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetEventsOutput ¶
type DescribeFleetEventsOutput struct { // Collection of objects containing event log entries for the specified fleet. Events []Event `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsOutput
func (DescribeFleetEventsOutput) String ¶
func (s DescribeFleetEventsOutput) String() string
String returns the string representation
type DescribeFleetEventsRequest ¶
type DescribeFleetEventsRequest struct { *aws.Request Input *DescribeFleetEventsInput Copy func(*DescribeFleetEventsInput) DescribeFleetEventsRequest }
DescribeFleetEventsRequest is the request type for the DescribeFleetEvents API operation.
func (DescribeFleetEventsRequest) Send ¶
func (r DescribeFleetEventsRequest) Send(ctx context.Context) (*DescribeFleetEventsResponse, error)
Send marshals and sends the DescribeFleetEvents API request.
type DescribeFleetEventsResponse ¶ added in v0.9.0
type DescribeFleetEventsResponse struct { *DescribeFleetEventsOutput // contains filtered or unexported fields }
DescribeFleetEventsResponse is the response type for the DescribeFleetEvents API operation.
func (*DescribeFleetEventsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeFleetEventsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeFleetEvents request.
type DescribeFleetPortSettingsInput ¶
type DescribeFleetPortSettingsInput struct { // Unique identifier for a fleet to retrieve port settings for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsInput
func (DescribeFleetPortSettingsInput) String ¶
func (s DescribeFleetPortSettingsInput) String() string
String returns the string representation
func (*DescribeFleetPortSettingsInput) Validate ¶
func (s *DescribeFleetPortSettingsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetPortSettingsOutput ¶
type DescribeFleetPortSettingsOutput struct { // Object that contains 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsOutput
func (DescribeFleetPortSettingsOutput) String ¶
func (s DescribeFleetPortSettingsOutput) String() string
String returns the string representation
type DescribeFleetPortSettingsRequest ¶
type DescribeFleetPortSettingsRequest struct { *aws.Request Input *DescribeFleetPortSettingsInput Copy func(*DescribeFleetPortSettingsInput) DescribeFleetPortSettingsRequest }
DescribeFleetPortSettingsRequest is the request type for the DescribeFleetPortSettings API operation.
func (DescribeFleetPortSettingsRequest) Send ¶
func (r DescribeFleetPortSettingsRequest) Send(ctx context.Context) (*DescribeFleetPortSettingsResponse, error)
Send marshals and sends the DescribeFleetPortSettings API request.
type DescribeFleetPortSettingsResponse ¶ added in v0.9.0
type DescribeFleetPortSettingsResponse struct { *DescribeFleetPortSettingsOutput // contains filtered or unexported fields }
DescribeFleetPortSettingsResponse is the response type for the DescribeFleetPortSettings API operation.
func (*DescribeFleetPortSettingsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeFleetPortSettingsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeFleetPortSettings request.
type DescribeFleetUtilizationInput ¶
type DescribeFleetUtilizationInput struct { // Unique identifier for a fleet(s) to retrieve utilization data for. To request // utilization data for all fleets, leave this parameter empty. FleetIds []string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. This parameter // is ignored when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationInput
func (DescribeFleetUtilizationInput) String ¶
func (s DescribeFleetUtilizationInput) String() string
String returns the string representation
func (*DescribeFleetUtilizationInput) Validate ¶
func (s *DescribeFleetUtilizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetUtilizationOutput ¶
type DescribeFleetUtilizationOutput struct { // Collection of objects containing utilization information for each requested // fleet ID. FleetUtilization []FleetUtilization `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationOutput
func (DescribeFleetUtilizationOutput) String ¶
func (s DescribeFleetUtilizationOutput) String() string
String returns the string representation
type DescribeFleetUtilizationRequest ¶
type DescribeFleetUtilizationRequest struct { *aws.Request Input *DescribeFleetUtilizationInput Copy func(*DescribeFleetUtilizationInput) DescribeFleetUtilizationRequest }
DescribeFleetUtilizationRequest is the request type for the DescribeFleetUtilization API operation.
func (DescribeFleetUtilizationRequest) Send ¶
func (r DescribeFleetUtilizationRequest) Send(ctx context.Context) (*DescribeFleetUtilizationResponse, error)
Send marshals and sends the DescribeFleetUtilization API request.
type DescribeFleetUtilizationResponse ¶ added in v0.9.0
type DescribeFleetUtilizationResponse struct { *DescribeFleetUtilizationOutput // contains filtered or unexported fields }
DescribeFleetUtilizationResponse is the response type for the DescribeFleetUtilization API operation.
func (*DescribeFleetUtilizationResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeFleetUtilizationResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeFleetUtilization request.
type DescribeGameSessionDetailsInput ¶
type DescribeGameSessionDetailsInput struct { // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` // Unique identifier for a fleet to retrieve all game sessions active on the // fleet. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses // include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsInput
func (DescribeGameSessionDetailsInput) String ¶
func (s DescribeGameSessionDetailsInput) String() string
String returns the string representation
func (*DescribeGameSessionDetailsInput) Validate ¶
func (s *DescribeGameSessionDetailsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionDetailsOutput ¶
type DescribeGameSessionDetailsOutput struct { // Collection of objects containing game session properties and the protection // policy currently in force for each session matching the request. GameSessionDetails []GameSessionDetail `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsOutput
func (DescribeGameSessionDetailsOutput) String ¶
func (s DescribeGameSessionDetailsOutput) String() string
String returns the string representation
type DescribeGameSessionDetailsRequest ¶
type DescribeGameSessionDetailsRequest struct { *aws.Request Input *DescribeGameSessionDetailsInput Copy func(*DescribeGameSessionDetailsInput) DescribeGameSessionDetailsRequest }
DescribeGameSessionDetailsRequest is the request type for the DescribeGameSessionDetails API operation.
func (DescribeGameSessionDetailsRequest) Send ¶
func (r DescribeGameSessionDetailsRequest) Send(ctx context.Context) (*DescribeGameSessionDetailsResponse, error)
Send marshals and sends the DescribeGameSessionDetails API request.
type DescribeGameSessionDetailsResponse ¶ added in v0.9.0
type DescribeGameSessionDetailsResponse struct { *DescribeGameSessionDetailsOutput // contains filtered or unexported fields }
DescribeGameSessionDetailsResponse is the response type for the DescribeGameSessionDetails API operation.
func (*DescribeGameSessionDetailsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeGameSessionDetailsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeGameSessionDetails request.
type DescribeGameSessionPlacementInput ¶
type DescribeGameSessionPlacementInput struct { // Unique identifier for a game session placement to retrieve. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementInput
func (DescribeGameSessionPlacementInput) String ¶
func (s DescribeGameSessionPlacementInput) String() string
String returns the string representation
func (*DescribeGameSessionPlacementInput) Validate ¶
func (s *DescribeGameSessionPlacementInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionPlacementOutput ¶
type DescribeGameSessionPlacementOutput struct { // Object that describes the requested game session placement. GameSessionPlacement *GameSessionPlacement `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementOutput
func (DescribeGameSessionPlacementOutput) String ¶
func (s DescribeGameSessionPlacementOutput) String() string
String returns the string representation
type DescribeGameSessionPlacementRequest ¶
type DescribeGameSessionPlacementRequest struct { *aws.Request Input *DescribeGameSessionPlacementInput Copy func(*DescribeGameSessionPlacementInput) DescribeGameSessionPlacementRequest }
DescribeGameSessionPlacementRequest is the request type for the DescribeGameSessionPlacement API operation.
func (DescribeGameSessionPlacementRequest) Send ¶
func (r DescribeGameSessionPlacementRequest) Send(ctx context.Context) (*DescribeGameSessionPlacementResponse, error)
Send marshals and sends the DescribeGameSessionPlacement API request.
type DescribeGameSessionPlacementResponse ¶ added in v0.9.0
type DescribeGameSessionPlacementResponse struct { *DescribeGameSessionPlacementOutput // contains filtered or unexported fields }
DescribeGameSessionPlacementResponse is the response type for the DescribeGameSessionPlacement API operation.
func (*DescribeGameSessionPlacementResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeGameSessionPlacementResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeGameSessionPlacement request.
type DescribeGameSessionQueuesInput ¶
type DescribeGameSessionQueuesInput 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"` // List of queue names to retrieve information for. To request settings for // all queues, leave this parameter empty. Names []string `type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesInput
func (DescribeGameSessionQueuesInput) String ¶
func (s DescribeGameSessionQueuesInput) String() string
String returns the string representation
func (*DescribeGameSessionQueuesInput) Validate ¶
func (s *DescribeGameSessionQueuesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionQueuesOutput ¶
type DescribeGameSessionQueuesOutput struct { // Collection of objects that describes the requested game session queues. GameSessionQueues []GameSessionQueue `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesOutput
func (DescribeGameSessionQueuesOutput) String ¶
func (s DescribeGameSessionQueuesOutput) String() string
String returns the string representation
type DescribeGameSessionQueuesRequest ¶
type DescribeGameSessionQueuesRequest struct { *aws.Request Input *DescribeGameSessionQueuesInput Copy func(*DescribeGameSessionQueuesInput) DescribeGameSessionQueuesRequest }
DescribeGameSessionQueuesRequest is the request type for the DescribeGameSessionQueues API operation.
func (DescribeGameSessionQueuesRequest) Send ¶
func (r DescribeGameSessionQueuesRequest) Send(ctx context.Context) (*DescribeGameSessionQueuesResponse, error)
Send marshals and sends the DescribeGameSessionQueues API request.
type DescribeGameSessionQueuesResponse ¶ added in v0.9.0
type DescribeGameSessionQueuesResponse struct { *DescribeGameSessionQueuesOutput // contains filtered or unexported fields }
DescribeGameSessionQueuesResponse is the response type for the DescribeGameSessionQueues API operation.
func (*DescribeGameSessionQueuesResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeGameSessionQueuesResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeGameSessionQueues request.
type DescribeGameSessionsInput ¶
type DescribeGameSessionsInput struct { // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` // Unique identifier for a fleet to retrieve all game sessions for. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve. You can use either a // GameSessionId or GameSessionArn value. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses // include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsInput
func (DescribeGameSessionsInput) String ¶
func (s DescribeGameSessionsInput) String() string
String returns the string representation
func (*DescribeGameSessionsInput) Validate ¶
func (s *DescribeGameSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionsOutput ¶
type DescribeGameSessionsOutput struct { // Collection of objects containing game session properties for each session // matching the request. GameSessions []GameSession `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsOutput
func (DescribeGameSessionsOutput) String ¶
func (s DescribeGameSessionsOutput) String() string
String returns the string representation
type DescribeGameSessionsRequest ¶
type DescribeGameSessionsRequest struct { *aws.Request Input *DescribeGameSessionsInput Copy func(*DescribeGameSessionsInput) DescribeGameSessionsRequest }
DescribeGameSessionsRequest is the request type for the DescribeGameSessions API operation.
func (DescribeGameSessionsRequest) Send ¶
func (r DescribeGameSessionsRequest) Send(ctx context.Context) (*DescribeGameSessionsResponse, error)
Send marshals and sends the DescribeGameSessions API request.
type DescribeGameSessionsResponse ¶ added in v0.9.0
type DescribeGameSessionsResponse struct { *DescribeGameSessionsOutput // contains filtered or unexported fields }
DescribeGameSessionsResponse is the response type for the DescribeGameSessions API operation.
func (*DescribeGameSessionsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeGameSessionsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeGameSessions request.
type DescribeInstancesInput ¶
type DescribeInstancesInput struct { // Unique identifier for a fleet to retrieve instance information for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for an instance to retrieve. Specify an instance ID or // leave blank to retrieve all instances in the fleet. InstanceId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesInput
func (DescribeInstancesInput) String ¶
func (s DescribeInstancesInput) String() string
String returns the string representation
func (*DescribeInstancesInput) Validate ¶
func (s *DescribeInstancesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeInstancesOutput ¶
type DescribeInstancesOutput struct { // Collection of objects containing properties for each instance returned. Instances []Instance `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesOutput
func (DescribeInstancesOutput) String ¶
func (s DescribeInstancesOutput) String() string
String returns the string representation
type DescribeInstancesRequest ¶
type DescribeInstancesRequest struct { *aws.Request Input *DescribeInstancesInput Copy func(*DescribeInstancesInput) DescribeInstancesRequest }
DescribeInstancesRequest is the request type for the DescribeInstances API operation.
func (DescribeInstancesRequest) Send ¶
func (r DescribeInstancesRequest) Send(ctx context.Context) (*DescribeInstancesResponse, error)
Send marshals and sends the DescribeInstances API request.
type DescribeInstancesResponse ¶ added in v0.9.0
type DescribeInstancesResponse struct { *DescribeInstancesOutput // contains filtered or unexported fields }
DescribeInstancesResponse is the response type for the DescribeInstances API operation.
func (*DescribeInstancesResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeInstancesResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeInstances request.
type DescribeMatchmakingConfigurationsInput ¶
type DescribeMatchmakingConfigurationsInput struct { // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is limited to 10. Limit *int64 `min:"1" type:"integer"` // Unique identifier for a matchmaking configuration(s) to retrieve. To request // all existing configurations, leave this parameter empty. Names []string `type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Unique identifier for a matchmaking rule set. Use this parameter to retrieve // all matchmaking configurations that use this rule set. RuleSetName *string `type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurationsInput
func (DescribeMatchmakingConfigurationsInput) String ¶
func (s DescribeMatchmakingConfigurationsInput) String() string
String returns the string representation
func (*DescribeMatchmakingConfigurationsInput) Validate ¶
func (s *DescribeMatchmakingConfigurationsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeMatchmakingConfigurationsOutput ¶
type DescribeMatchmakingConfigurationsOutput struct { // Collection of requested matchmaking configuration objects. Configurations []MatchmakingConfiguration `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurationsOutput
func (DescribeMatchmakingConfigurationsOutput) String ¶
func (s DescribeMatchmakingConfigurationsOutput) String() string
String returns the string representation
type DescribeMatchmakingConfigurationsRequest ¶
type DescribeMatchmakingConfigurationsRequest struct { *aws.Request Input *DescribeMatchmakingConfigurationsInput Copy func(*DescribeMatchmakingConfigurationsInput) DescribeMatchmakingConfigurationsRequest }
DescribeMatchmakingConfigurationsRequest is the request type for the DescribeMatchmakingConfigurations API operation.
func (DescribeMatchmakingConfigurationsRequest) Send ¶
func (r DescribeMatchmakingConfigurationsRequest) Send(ctx context.Context) (*DescribeMatchmakingConfigurationsResponse, error)
Send marshals and sends the DescribeMatchmakingConfigurations API request.
type DescribeMatchmakingConfigurationsResponse ¶ added in v0.9.0
type DescribeMatchmakingConfigurationsResponse struct { *DescribeMatchmakingConfigurationsOutput // contains filtered or unexported fields }
DescribeMatchmakingConfigurationsResponse is the response type for the DescribeMatchmakingConfigurations API operation.
func (*DescribeMatchmakingConfigurationsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeMatchmakingConfigurationsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeMatchmakingConfigurations request.
type DescribeMatchmakingInput ¶
type DescribeMatchmakingInput struct { // Unique identifier for a matchmaking ticket. You can include up to 10 ID values. // // TicketIds is a required field TicketIds []string `type:"list" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingInput
func (DescribeMatchmakingInput) String ¶
func (s DescribeMatchmakingInput) String() string
String returns the string representation
func (*DescribeMatchmakingInput) Validate ¶
func (s *DescribeMatchmakingInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeMatchmakingOutput ¶
type DescribeMatchmakingOutput struct { // Collection of existing matchmaking ticket objects matching the request. TicketList []MatchmakingTicket `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingOutput
func (DescribeMatchmakingOutput) String ¶
func (s DescribeMatchmakingOutput) String() string
String returns the string representation
type DescribeMatchmakingRequest ¶
type DescribeMatchmakingRequest struct { *aws.Request Input *DescribeMatchmakingInput Copy func(*DescribeMatchmakingInput) DescribeMatchmakingRequest }
DescribeMatchmakingRequest is the request type for the DescribeMatchmaking API operation.
func (DescribeMatchmakingRequest) Send ¶
func (r DescribeMatchmakingRequest) Send(ctx context.Context) (*DescribeMatchmakingResponse, error)
Send marshals and sends the DescribeMatchmaking API request.
type DescribeMatchmakingResponse ¶ added in v0.9.0
type DescribeMatchmakingResponse struct { *DescribeMatchmakingOutput // contains filtered or unexported fields }
DescribeMatchmakingResponse is the response type for the DescribeMatchmaking API operation.
func (*DescribeMatchmakingResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeMatchmakingResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeMatchmaking request.
type DescribeMatchmakingRuleSetsInput ¶
type DescribeMatchmakingRuleSetsInput 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"` // List of one or more matchmaking rule set names to retrieve details for. (Note: // The rule set name is different from the optional "name" field in the rule // set body.) Names []string `min:"1" type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSetsInput
func (DescribeMatchmakingRuleSetsInput) String ¶
func (s DescribeMatchmakingRuleSetsInput) String() string
String returns the string representation
func (*DescribeMatchmakingRuleSetsInput) Validate ¶
func (s *DescribeMatchmakingRuleSetsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeMatchmakingRuleSetsOutput ¶
type DescribeMatchmakingRuleSetsOutput struct { // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Collection of requested matchmaking rule set objects. // // RuleSets is a required field RuleSets []MatchmakingRuleSet `type:"list" required:"true"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSetsOutput
func (DescribeMatchmakingRuleSetsOutput) String ¶
func (s DescribeMatchmakingRuleSetsOutput) String() string
String returns the string representation
type DescribeMatchmakingRuleSetsRequest ¶
type DescribeMatchmakingRuleSetsRequest struct { *aws.Request Input *DescribeMatchmakingRuleSetsInput Copy func(*DescribeMatchmakingRuleSetsInput) DescribeMatchmakingRuleSetsRequest }
DescribeMatchmakingRuleSetsRequest is the request type for the DescribeMatchmakingRuleSets API operation.
func (DescribeMatchmakingRuleSetsRequest) Send ¶
func (r DescribeMatchmakingRuleSetsRequest) Send(ctx context.Context) (*DescribeMatchmakingRuleSetsResponse, error)
Send marshals and sends the DescribeMatchmakingRuleSets API request.
type DescribeMatchmakingRuleSetsResponse ¶ added in v0.9.0
type DescribeMatchmakingRuleSetsResponse struct { *DescribeMatchmakingRuleSetsOutput // contains filtered or unexported fields }
DescribeMatchmakingRuleSetsResponse is the response type for the DescribeMatchmakingRuleSets API operation.
func (*DescribeMatchmakingRuleSetsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeMatchmakingRuleSetsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeMatchmakingRuleSets request.
type DescribePlayerSessionsInput ¶
type DescribePlayerSessionsInput struct { // Unique identifier for the game session to retrieve player sessions for. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. If a player session ID is specified, // this parameter is ignored. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. If a player session // ID is specified, this parameter is ignored. NextToken *string `min:"1" type:"string"` // Unique identifier for a player to retrieve player sessions for. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session to retrieve. PlayerSessionId *string `type:"string"` // Player session status to filter results on. // // Possible player session statuses include the following: // // * RESERVED -- The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE -- The player has been validated by the server process and is // currently connected. // // * COMPLETED -- The player connection has been dropped. // // * TIMEDOUT -- A player session request was received, but the player did // not connect and/or was not validated within the timeout limit (60 seconds). PlayerSessionStatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsInput
func (DescribePlayerSessionsInput) String ¶
func (s DescribePlayerSessionsInput) String() string
String returns the string representation
func (*DescribePlayerSessionsInput) Validate ¶
func (s *DescribePlayerSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribePlayerSessionsOutput ¶
type DescribePlayerSessionsOutput struct { // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Collection of objects containing properties for each player session that // matches the request. PlayerSessions []PlayerSession `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsOutput
func (DescribePlayerSessionsOutput) String ¶
func (s DescribePlayerSessionsOutput) String() string
String returns the string representation
type DescribePlayerSessionsRequest ¶
type DescribePlayerSessionsRequest struct { *aws.Request Input *DescribePlayerSessionsInput Copy func(*DescribePlayerSessionsInput) DescribePlayerSessionsRequest }
DescribePlayerSessionsRequest is the request type for the DescribePlayerSessions API operation.
func (DescribePlayerSessionsRequest) Send ¶
func (r DescribePlayerSessionsRequest) Send(ctx context.Context) (*DescribePlayerSessionsResponse, error)
Send marshals and sends the DescribePlayerSessions API request.
type DescribePlayerSessionsResponse ¶ added in v0.9.0
type DescribePlayerSessionsResponse struct { *DescribePlayerSessionsOutput // contains filtered or unexported fields }
DescribePlayerSessionsResponse is the response type for the DescribePlayerSessions API operation.
func (*DescribePlayerSessionsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribePlayerSessionsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribePlayerSessions request.
type DescribeRuntimeConfigurationInput ¶
type DescribeRuntimeConfigurationInput struct { // Unique identifier for a fleet to get the run-time configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationInput
func (DescribeRuntimeConfigurationInput) String ¶
func (s DescribeRuntimeConfigurationInput) String() string
String returns the string representation
func (*DescribeRuntimeConfigurationInput) Validate ¶
func (s *DescribeRuntimeConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeRuntimeConfigurationOutput ¶
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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationOutput
func (DescribeRuntimeConfigurationOutput) String ¶
func (s DescribeRuntimeConfigurationOutput) String() string
String returns the string representation
type DescribeRuntimeConfigurationRequest ¶
type DescribeRuntimeConfigurationRequest struct { *aws.Request Input *DescribeRuntimeConfigurationInput Copy func(*DescribeRuntimeConfigurationInput) DescribeRuntimeConfigurationRequest }
DescribeRuntimeConfigurationRequest is the request type for the DescribeRuntimeConfiguration API operation.
func (DescribeRuntimeConfigurationRequest) Send ¶
func (r DescribeRuntimeConfigurationRequest) Send(ctx context.Context) (*DescribeRuntimeConfigurationResponse, error)
Send marshals and sends the DescribeRuntimeConfiguration API request.
type DescribeRuntimeConfigurationResponse ¶ added in v0.9.0
type DescribeRuntimeConfigurationResponse struct { *DescribeRuntimeConfigurationOutput // contains filtered or unexported fields }
DescribeRuntimeConfigurationResponse is the response type for the DescribeRuntimeConfiguration API operation.
func (*DescribeRuntimeConfigurationResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeRuntimeConfigurationResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeRuntimeConfiguration request.
type DescribeScalingPoliciesInput ¶
type DescribeScalingPoliciesInput struct { // Unique identifier for a fleet to retrieve scaling policies for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Scaling policy status to filter results on. A scaling policy is only in force // when in an ACTIVE status. // // * ACTIVE -- The scaling policy is currently in force. // // * UPDATEREQUESTED -- A request to update the scaling policy has been received. // // * UPDATING -- A change is being made to the scaling policy. // // * DELETEREQUESTED -- A request to delete the scaling policy has been received. // // * DELETING -- The scaling policy is being deleted. // // * DELETED -- The scaling policy has been deleted. // // * ERROR -- An error occurred in creating the policy. It should be removed // and recreated. StatusFilter ScalingStatusType `type:"string" enum:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesInput
func (DescribeScalingPoliciesInput) String ¶
func (s DescribeScalingPoliciesInput) String() string
String returns the string representation
func (*DescribeScalingPoliciesInput) Validate ¶
func (s *DescribeScalingPoliciesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeScalingPoliciesOutput ¶
type DescribeScalingPoliciesOutput struct { // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Collection of objects containing the scaling policies matching the request. ScalingPolicies []ScalingPolicy `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesOutput
func (DescribeScalingPoliciesOutput) String ¶
func (s DescribeScalingPoliciesOutput) String() string
String returns the string representation
type DescribeScalingPoliciesRequest ¶
type DescribeScalingPoliciesRequest struct { *aws.Request Input *DescribeScalingPoliciesInput Copy func(*DescribeScalingPoliciesInput) DescribeScalingPoliciesRequest }
DescribeScalingPoliciesRequest is the request type for the DescribeScalingPolicies API operation.
func (DescribeScalingPoliciesRequest) Send ¶
func (r DescribeScalingPoliciesRequest) Send(ctx context.Context) (*DescribeScalingPoliciesResponse, error)
Send marshals and sends the DescribeScalingPolicies API request.
type DescribeScalingPoliciesResponse ¶ added in v0.9.0
type DescribeScalingPoliciesResponse struct { *DescribeScalingPoliciesOutput // contains filtered or unexported fields }
DescribeScalingPoliciesResponse is the response type for the DescribeScalingPolicies API operation.
func (*DescribeScalingPoliciesResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeScalingPoliciesResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeScalingPolicies request.
type DescribeScriptInput ¶ added in v0.8.0
type DescribeScriptInput struct { // Unique identifier for a Realtime script to retrieve properties for. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScriptInput
func (DescribeScriptInput) String ¶ added in v0.8.0
func (s DescribeScriptInput) String() string
String returns the string representation
func (*DescribeScriptInput) Validate ¶ added in v0.8.0
func (s *DescribeScriptInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeScriptOutput ¶ added in v0.8.0
type DescribeScriptOutput struct { // Set of properties describing the requested script. Script *Script `type:"structure"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScriptOutput
func (DescribeScriptOutput) String ¶ added in v0.8.0
func (s DescribeScriptOutput) String() string
String returns the string representation
type DescribeScriptRequest ¶ added in v0.8.0
type DescribeScriptRequest struct { *aws.Request Input *DescribeScriptInput Copy func(*DescribeScriptInput) DescribeScriptRequest }
DescribeScriptRequest is the request type for the DescribeScript API operation.
func (DescribeScriptRequest) Send ¶ added in v0.8.0
func (r DescribeScriptRequest) Send(ctx context.Context) (*DescribeScriptResponse, error)
Send marshals and sends the DescribeScript API request.
type DescribeScriptResponse ¶ added in v0.9.0
type DescribeScriptResponse struct { *DescribeScriptOutput // contains filtered or unexported fields }
DescribeScriptResponse is the response type for the DescribeScript API operation.
func (*DescribeScriptResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeScriptResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeScript request.
type DescribeVpcPeeringAuthorizationsInput ¶
type DescribeVpcPeeringAuthorizationsInput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizationsInput
func (DescribeVpcPeeringAuthorizationsInput) String ¶
func (s DescribeVpcPeeringAuthorizationsInput) String() string
String returns the string representation
type DescribeVpcPeeringAuthorizationsOutput ¶
type DescribeVpcPeeringAuthorizationsOutput struct { // Collection of objects that describe all valid VPC peering operations for // the current AWS account. VpcPeeringAuthorizations []VpcPeeringAuthorization `type:"list"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizationsOutput
func (DescribeVpcPeeringAuthorizationsOutput) String ¶
func (s DescribeVpcPeeringAuthorizationsOutput) String() string
String returns the string representation
type DescribeVpcPeeringAuthorizationsRequest ¶
type DescribeVpcPeeringAuthorizationsRequest struct { *aws.Request Input *DescribeVpcPeeringAuthorizationsInput Copy func(*DescribeVpcPeeringAuthorizationsInput) DescribeVpcPeeringAuthorizationsRequest }
DescribeVpcPeeringAuthorizationsRequest is the request type for the DescribeVpcPeeringAuthorizations API operation.
func (DescribeVpcPeeringAuthorizationsRequest) Send ¶
func (r DescribeVpcPeeringAuthorizationsRequest) Send(ctx context.Context) (*DescribeVpcPeeringAuthorizationsResponse, error)
Send marshals and sends the DescribeVpcPeeringAuthorizations API request.
type DescribeVpcPeeringAuthorizationsResponse ¶ added in v0.9.0
type DescribeVpcPeeringAuthorizationsResponse struct { *DescribeVpcPeeringAuthorizationsOutput // contains filtered or unexported fields }
DescribeVpcPeeringAuthorizationsResponse is the response type for the DescribeVpcPeeringAuthorizations API operation.
func (*DescribeVpcPeeringAuthorizationsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeVpcPeeringAuthorizationsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeVpcPeeringAuthorizations request.
type DescribeVpcPeeringConnectionsInput ¶
type DescribeVpcPeeringConnectionsInput struct { // Unique identifier for a fleet. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnectionsInput
func (DescribeVpcPeeringConnectionsInput) String ¶
func (s DescribeVpcPeeringConnectionsInput) String() string
String returns the string representation
type DescribeVpcPeeringConnectionsOutput ¶
type DescribeVpcPeeringConnectionsOutput struct { // Collection of VPC peering connection records that match the request. VpcPeeringConnections []VpcPeeringConnection `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnectionsOutput
func (DescribeVpcPeeringConnectionsOutput) String ¶
func (s DescribeVpcPeeringConnectionsOutput) String() string
String returns the string representation
type DescribeVpcPeeringConnectionsRequest ¶
type DescribeVpcPeeringConnectionsRequest struct { *aws.Request Input *DescribeVpcPeeringConnectionsInput Copy func(*DescribeVpcPeeringConnectionsInput) DescribeVpcPeeringConnectionsRequest }
DescribeVpcPeeringConnectionsRequest is the request type for the DescribeVpcPeeringConnections API operation.
func (DescribeVpcPeeringConnectionsRequest) Send ¶
func (r DescribeVpcPeeringConnectionsRequest) Send(ctx context.Context) (*DescribeVpcPeeringConnectionsResponse, error)
Send marshals and sends the DescribeVpcPeeringConnections API request.
type DescribeVpcPeeringConnectionsResponse ¶ added in v0.9.0
type DescribeVpcPeeringConnectionsResponse struct { *DescribeVpcPeeringConnectionsOutput // contains filtered or unexported fields }
DescribeVpcPeeringConnectionsResponse is the response type for the DescribeVpcPeeringConnections API operation.
func (*DescribeVpcPeeringConnectionsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *DescribeVpcPeeringConnectionsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the DescribeVpcPeeringConnections request.
type DesiredPlayerSession ¶
type DesiredPlayerSession struct { // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player to associate with the player session. PlayerId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DesiredPlayerSession
func (DesiredPlayerSession) String ¶
func (s DesiredPlayerSession) String() string
String returns the string representation
func (*DesiredPlayerSession) Validate ¶
func (s *DesiredPlayerSession) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type EC2InstanceCounts ¶
type EC2InstanceCounts struct { // Actual number of 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.
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceCounts
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. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. EC2InstanceType EC2InstanceType `type:"string" enum:"true"` // 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceLimit
func (EC2InstanceLimit) String ¶
func (s EC2InstanceLimit) String() string
String returns the string representation
type EC2InstanceType ¶
type EC2InstanceType string
const ( EC2InstanceTypeT2Micro EC2InstanceType = "t2.micro" EC2InstanceTypeT2Small EC2InstanceType = "t2.small" EC2InstanceTypeT2Medium EC2InstanceType = "t2.medium" EC2InstanceTypeT2Large EC2InstanceType = "t2.large" EC2InstanceTypeC3Large EC2InstanceType = "c3.large" EC2InstanceTypeC3Xlarge EC2InstanceType = "c3.xlarge" EC2InstanceTypeC32xlarge EC2InstanceType = "c3.2xlarge" EC2InstanceTypeC34xlarge EC2InstanceType = "c3.4xlarge" EC2InstanceTypeC38xlarge EC2InstanceType = "c3.8xlarge" EC2InstanceTypeC4Large EC2InstanceType = "c4.large" EC2InstanceTypeC4Xlarge EC2InstanceType = "c4.xlarge" EC2InstanceTypeC42xlarge EC2InstanceType = "c4.2xlarge" EC2InstanceTypeC44xlarge EC2InstanceType = "c4.4xlarge" EC2InstanceTypeC48xlarge EC2InstanceType = "c4.8xlarge" EC2InstanceTypeR3Large EC2InstanceType = "r3.large" EC2InstanceTypeR3Xlarge EC2InstanceType = "r3.xlarge" EC2InstanceTypeR32xlarge EC2InstanceType = "r3.2xlarge" EC2InstanceTypeR34xlarge EC2InstanceType = "r3.4xlarge" EC2InstanceTypeR38xlarge EC2InstanceType = "r3.8xlarge" EC2InstanceTypeR4Large EC2InstanceType = "r4.large" EC2InstanceTypeR4Xlarge EC2InstanceType = "r4.xlarge" EC2InstanceTypeR42xlarge EC2InstanceType = "r4.2xlarge" EC2InstanceTypeR44xlarge EC2InstanceType = "r4.4xlarge" EC2InstanceTypeR48xlarge EC2InstanceType = "r4.8xlarge" EC2InstanceTypeR416xlarge EC2InstanceType = "r4.16xlarge" EC2InstanceTypeM3Medium EC2InstanceType = "m3.medium" EC2InstanceTypeM3Large EC2InstanceType = "m3.large" EC2InstanceTypeM3Xlarge EC2InstanceType = "m3.xlarge" EC2InstanceTypeM32xlarge EC2InstanceType = "m3.2xlarge" EC2InstanceTypeM4Large EC2InstanceType = "m4.large" EC2InstanceTypeM4Xlarge EC2InstanceType = "m4.xlarge" EC2InstanceTypeM42xlarge EC2InstanceType = "m4.2xlarge" EC2InstanceTypeM44xlarge EC2InstanceType = "m4.4xlarge" EC2InstanceTypeM410xlarge EC2InstanceType = "m4.10xlarge" )
Enum values for EC2InstanceType
func (EC2InstanceType) MarshalValue ¶ added in v0.3.0
func (enum EC2InstanceType) MarshalValue() (string, error)
func (EC2InstanceType) MarshalValueBuf ¶ added in v0.3.0
func (enum EC2InstanceType) MarshalValueBuf(b []byte) ([]byte, error)
type Event ¶
type Event struct { // Type of event being logged. The following events are currently in use: // // Fleet creation events: // // * FLEET_CREATED -- A fleet record was successfully created with a status // of NEW. Event messaging includes the fleet ID. // // * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. // The compressed build has started downloading to a fleet instance for installation. // // * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the // fleet instance. // // * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully // downloaded to an instance, and the build files are now being extracted // from the uploaded build and saved to an instance. Failure at this stage // prevents a fleet from moving to ACTIVE status. Logs for this stage display // a list of the files that are extracted and saved on the instance. Access // the logs by using the URL in PreSignedLogUrl. // // * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were // successfully extracted, and the Amazon GameLift is now running the build's // install script (if one is included). Failure in this stage prevents a // fleet from moving to ACTIVE status. Logs for this stage list the installation // steps and whether or not the install completed successfully. Access the // logs by using the URL in PreSignedLogUrl. // // * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, // and the Amazon GameLift is now verifying that the game server launch paths, // which are specified in the fleet's run-time configuration, exist. If any // listed launch path exists, Amazon GameLift tries to launch a game server // process and waits for the process to report ready. Failures in this stage // prevent a fleet from moving to ACTIVE status. Logs for this stage list // the launch paths in the run-time configuration and indicate whether each // is found. Access the logs by using the URL in PreSignedLogUrl. // // * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. // // * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time // configuration failed because the executable specified in a launch path // does not exist on the instance. // // * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. // // * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time // configuration failed because the executable specified in a launch path // failed to run on the fleet instance. // // * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. // // * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete // one of the steps in the fleet activation process. This event code indicates // that the game build was successfully downloaded to a fleet instance, built, // and validated, but was not able to start a server process. A possible // reason for failure is that the game server is not reporting "process ready" // to the Amazon GameLift service. // // * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to // ACTIVE. The fleet is now ready to host game sessions. // // VPC peering events: // // * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established // between the VPC for an Amazon GameLift fleet and a VPC in your AWS account. // // * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. // Event details and status information (see DescribeVpcPeeringConnections) // provide additional detail. A common reason for peering failure is that // the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve // this, change the CIDR block for the VPC in your AWS account. For more // information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html // (https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html) // // * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully // deleted. // // Spot instance events: // // * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with // a two-minute notification. // // Other fleet events: // // * FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings // (desired instances, minimum/maximum scaling limits). Event messaging includes // the new capacity settings. // // * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made // to the fleet's game session protection policy setting. Event messaging // includes both the old and new policy setting. // // * FLEET_DELETED -- A request to delete a fleet was initiated. // // * GENERIC_EVENT -- An unspecified event has occurred. EventCode EventCode `type:"string" enum:"true"` // Unique identifier for a fleet event. EventId *string `min:"1" type:"string"` // Time stamp indicating when this event occurred. Format is a number expressed // in Unix time as milliseconds (for example "1469498468.057"). EventTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Additional information related to the event. Message *string `min:"1" type:"string"` // Location of stored logs with additional detail that is related to the event. // This is useful for debugging issues. The URL is valid for 15 minutes. You // can also access fleet creation logs through the Amazon GameLift console. PreSignedLogUrl *string `min:"1" type:"string"` // Unique identifier for an event resource, such as a fleet ID. ResourceId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Event
type EventCode ¶
type EventCode string
const ( EventCodeGenericEvent EventCode = "GENERIC_EVENT" EventCodeFleetCreated EventCode = "FLEET_CREATED" EventCodeFleetDeleted EventCode = "FLEET_DELETED" EventCodeFleetScalingEvent EventCode = "FLEET_SCALING_EVENT" EventCodeFleetStateDownloading EventCode = "FLEET_STATE_DOWNLOADING" EventCodeFleetStateValidating EventCode = "FLEET_STATE_VALIDATING" EventCodeFleetStateBuilding EventCode = "FLEET_STATE_BUILDING" EventCodeFleetStateActivating EventCode = "FLEET_STATE_ACTIVATING" EventCodeFleetStateActive EventCode = "FLEET_STATE_ACTIVE" EventCodeFleetStateError EventCode = "FLEET_STATE_ERROR" EventCodeFleetInitializationFailed EventCode = "FLEET_INITIALIZATION_FAILED" EventCodeFleetBinaryDownloadFailed EventCode = "FLEET_BINARY_DOWNLOAD_FAILED" EventCodeFleetValidationLaunchPathNotFound EventCode = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" EventCodeFleetValidationExecutableRuntimeFailure EventCode = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" EventCodeFleetValidationTimedOut EventCode = "FLEET_VALIDATION_TIMED_OUT" EventCodeFleetActivationFailed EventCode = "FLEET_ACTIVATION_FAILED" EventCodeFleetActivationFailedNoInstances EventCode = "FLEET_ACTIVATION_FAILED_NO_INSTANCES" EventCodeFleetNewGameSessionProtectionPolicyUpdated EventCode = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" EventCodeServerProcessInvalidPath EventCode = "SERVER_PROCESS_INVALID_PATH" EventCodeServerProcessSdkInitializationTimeout EventCode = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT" EventCodeServerProcessProcessReadyTimeout EventCode = "SERVER_PROCESS_PROCESS_READY_TIMEOUT" EventCodeServerProcessCrashed EventCode = "SERVER_PROCESS_CRASHED" EventCodeServerProcessTerminatedUnhealthy EventCode = "SERVER_PROCESS_TERMINATED_UNHEALTHY" EventCodeServerProcessForceTerminated EventCode = "SERVER_PROCESS_FORCE_TERMINATED" EventCodeServerProcessProcessExitTimeout EventCode = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT" EventCodeGameSessionActivationTimeout EventCode = "GAME_SESSION_ACTIVATION_TIMEOUT" EventCodeFleetCreationExtractingBuild EventCode = "FLEET_CREATION_EXTRACTING_BUILD" EventCodeFleetCreationRunningInstaller EventCode = "FLEET_CREATION_RUNNING_INSTALLER" EventCodeFleetCreationValidatingRuntimeConfig EventCode = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG" EventCodeFleetVpcPeeringSucceeded EventCode = "FLEET_VPC_PEERING_SUCCEEDED" EventCodeFleetVpcPeeringFailed EventCode = "FLEET_VPC_PEERING_FAILED" EventCodeFleetVpcPeeringDeleted EventCode = "FLEET_VPC_PEERING_DELETED" EventCodeInstanceInterrupted EventCode = "INSTANCE_INTERRUPTED" )
Enum values for EventCode
func (EventCode) MarshalValue ¶ added in v0.3.0
type FleetAction ¶ added in v0.4.0
type FleetAction string
const (
FleetActionAutoScaling FleetAction = "AUTO_SCALING"
)
Enum values for FleetAction
func (FleetAction) MarshalValue ¶ added in v0.4.0
func (enum FleetAction) MarshalValue() (string, error)
func (FleetAction) MarshalValueBuf ¶ added in v0.4.0
func (enum FleetAction) MarshalValueBuf(b []byte) ([]byte, error)
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 (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // Identifier for a fleet that is unique across all regions. FleetArn *string `min:"1" type:"string"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Indicates whether the fleet uses on-demand or spot instances. A spot instance // in use may be interrupted with a two-minute notification. FleetType FleetType `type:"string" enum:"true"` // Unique identifier for an AWS IAM role that manages access to your AWS services. // With an instance role ARN set, any application that runs on an instance in // this fleet can assume the role, including install scripts, server processes, // daemons (background processes). Create a role or look up a role's ARN using // the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS Management // Console. Learn more about using on-box credentials for your game servers // at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). InstanceRoleArn *string `min:"1" type:"string"` // EC2 instance type indicating the computing resources of each instance in // the fleet, including CPU, memory, storage, and networking capacity. See Amazon // EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) for detailed // descriptions. InstanceType EC2InstanceType `type:"string" enum:"true"` // 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 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, Amazon GameLift automatically // uploads logs that are stored on each instance at C:\game\logs (for Windows) // or /local/game/logs (for Linux). Use the Amazon GameLift console to access // stored logs. LogPaths []string `type:"list"` // Names of metric groups that this fleet is included in. In Amazon CloudWatch, // you can view metrics for an individual fleet or aggregated metrics for fleets // that are in a fleet metric group. A fleet can be included in only one metric // group at a time. MetricGroups []string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` // Type of game session protection to set for all new instances started in the // fleet. // // * NoProtection -- The game session can be terminated during a scale-down // event. // // * FullProtection -- If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy ProtectionPolicy `type:"string" enum:"true"` // 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 OperatingSystem `type:"string" enum:"true"` // Fleet policy to limit the number of game sessions an individual player can // create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Unique identifier for a Realtime script. ScriptId *string `type:"string"` // Game server launch parameters specified for fleets created before 2016-08-04 // (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after // this date are specified in the fleet's RuntimeConfiguration. ServerLaunchParameters *string `min:"1" type:"string"` // Path to a game server executable in the fleet's build, specified for fleets // created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for // fleets created after this date are specified in the fleet's RuntimeConfiguration. ServerLaunchPath *string `min:"1" type:"string"` // Current status of the fleet. // // Possible fleet statuses include the following: // // * NEW -- A new fleet has been defined and desired instances is set to // 1. // // * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting // up the new fleet, creating new instances with the game build or Realtime // script and starting server processes. // // * ACTIVE -- Hosts can now accept game sessions. // // * ERROR -- An error occurred when downloading, validating, building, or // activating the fleet. // // * DELETING -- Hosts are responding to a delete fleet request. // // * TERMINATED -- The fleet no longer exists. Status FleetStatus `type:"string" enum:"true"` // List of fleet actions that have been suspended using StopFleetActions. This // includes auto-scaling. StoppedActions []FleetAction `min:"1" type:"list"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
General properties describing a fleet.
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetAttributes
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. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. InstanceType EC2InstanceType `type:"string" enum:"true"` // 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.
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetCapacity
func (FleetCapacity) String ¶
func (s FleetCapacity) String() string
String returns the string representation
type FleetStatus ¶
type FleetStatus string
const ( FleetStatusNew FleetStatus = "NEW" FleetStatusDownloading FleetStatus = "DOWNLOADING" FleetStatusValidating FleetStatus = "VALIDATING" FleetStatusBuilding FleetStatus = "BUILDING" FleetStatusActivating FleetStatus = "ACTIVATING" FleetStatusActive FleetStatus = "ACTIVE" FleetStatusDeleting FleetStatus = "DELETING" FleetStatusError FleetStatus = "ERROR" FleetStatusTerminated FleetStatus = "TERMINATED" )
Enum values for FleetStatus
func (FleetStatus) MarshalValue ¶ added in v0.3.0
func (enum FleetStatus) MarshalValue() (string, error)
func (FleetStatus) MarshalValueBuf ¶ added in v0.3.0
func (enum FleetStatus) MarshalValueBuf(b []byte) ([]byte, error)
type FleetType ¶ added in v0.3.0
type FleetType string
Enum values for FleetType
func (FleetType) MarshalValue ¶ added in v0.3.0
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.
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetUtilization
func (FleetUtilization) String ¶
func (s FleetUtilization) String() string
String returns the string representation
type GameProperty ¶
type GameProperty struct { // Game property identifier. // // Key is a required field Key *string `type:"string" required:"true"` // Game property value. // // Value is a required field Value *string `type:"string" required:"true"` // contains filtered or unexported fields }
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session, such as to specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session; the server process uses the properties as appropriate. For more information, see the Amazon GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create). Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty
func (GameProperty) String ¶
func (s GameProperty) String() string
String returns the string representation
func (*GameProperty) Validate ¶
func (s *GameProperty) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GameSession ¶
type GameSession struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a player. This ID is used to enforce a resource protection // policy (if one exists), that limits the number of game sessions a player // can create. CreatorId *string `min:"1" type:"string"` // Number of players currently in the game session. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet that the game session is running on. FleetId *string `type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // You can search for active game sessions based on this custom data with SearchGameSessions. GameProperties []GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // Unique identifier for the game session. A game session ARN has the following // format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string // or idempotency token>. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Information about the matchmaking process that was used to create the game // session. It is in JSON syntax, formatted as a string. In addition the matchmaking // configuration used, it contains data on all players assigned to the match, // including player attributes and team assignments. For more details on matchmaker // data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data). // Matchmaker data is useful when requesting match backfills, and is updated // whenever new players are added during a successful backfill (see StartMatchBackfill). MatchmakerData *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. Name *string `min:"1" type:"string"` // Indicates whether or not the game session is accepting new players. PlayerSessionCreationPolicy PlayerSessionCreationPolicy `type:"string" enum:"true"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the game session. A game session must have an ACTIVE status // to have player sessions. Status GameSessionStatus `type:"string" enum:"true"` // Provides additional information about game session status. INTERRUPTED indicates // that the game session was hosted on a spot instance that was reclaimed, causing // the active game session to be terminated. StatusReason GameSessionStatusReason `type:"string" enum:"true"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSession
func (GameSession) String ¶
func (s GameSession) String() string
String returns the string representation
type GameSessionConnectionInfo ¶
type GameSessionConnectionInfo struct { // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session and uniquely identifies it. GameSessionArn *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Collection of player session IDs, one for each player ID that was included // in the original matchmaking request. MatchedPlayerSessions []MatchedPlayerSession `type:"list"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // contains filtered or unexported fields }
Connection information for the new game session that is created with matchmaking. (with StartMatchmaking). Once a match is set, the FlexMatch engine places the match and creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionConnectionInfo
func (GameSessionConnectionInfo) String ¶
func (s GameSessionConnectionInfo) String() string
String returns the string representation
type GameSessionDetail ¶
type GameSessionDetail struct { // Object that describes a game session. GameSession *GameSession `type:"structure"` // Current status of protection for the game session. // // * NoProtection -- The game session can be terminated during a scale-down // event. // // * FullProtection -- If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. ProtectionPolicy ProtectionPolicy `type:"string" enum:"true"` // contains filtered or unexported fields }
A game session's properties plus the protection policy currently in force. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionDetail
func (GameSessionDetail) String ¶
func (s GameSessionDetail) String() string
String returns the string representation
type GameSessionPlacement ¶
type GameSessionPlacement struct { // Time stamp indicating when this request was completed, canceled, or timed // out. EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []GameProperty `type:"list"` // Identifier for the game session created by this placement request. This value // is set once the new game session is placed (placement status is FULFILLED). // This identifier is unique across all regions. You can use this value as a // GameSessionId value as needed. GameSessionArn *string `min:"1" type:"string"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // Unique identifier for the game session. This value is set once the new game // session is placed (placement status is FULFILLED). GameSessionId *string `min:"1" type:"string"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. GameSessionName *string `min:"1" type:"string"` // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. GameSessionQueueName *string `min:"1" type:"string"` // Name of the region where the game session created by this placement request // is running. This value is set once the new game session is placed (placement // status is FULFILLED). GameSessionRegion *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. This value is set once // the new game session is placed (placement status is FULFILLED). IpAddress *string `type:"string"` // Information on the matchmaking process for this game. Data is in JSON syntax, // formatted as a string. It identifies the matchmaking configuration used to // create the match, and contains data on all players assigned to the match, // including player attributes and team assignments. For more details on matchmaker // data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data). MatchmakerData *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Collection of information on player sessions created in response to the game // session placement request. These player sessions are created only once a // new game session is successfully placed (placement status is FULFILLED). // This information includes the player ID (as provided in the placement request) // and the corresponding player session ID. Retrieve full player sessions by // calling DescribePlayerSessions with the player session ID. PlacedPlayerSessions []PlacedPlayerSession `type:"list"` // Unique identifier for a game session placement. PlacementId *string `min:"1" type:"string"` // Set of values, expressed in milliseconds, indicating the amount of latency // that a player experiences when connected to AWS regions. PlayerLatencies []PlayerLatency `type:"list"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. This value is set once // the new game session is placed (placement status is FULFILLED). Port *int64 `min:"1" type:"integer"` // Time stamp indicating when this request was placed in the queue. Format is // a number expressed in Unix time as milliseconds (for example "1469498468.057"). StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Current status of the game session placement request. // // * PENDING -- The placement request is currently in the queue waiting to // be processed. // // * FULFILLED -- A new game session and player sessions (if requested) have // been successfully created. Values for GameSessionArn and GameSessionRegion // are available. // // * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. // // * TIMED_OUT -- A new game session was not successfully created before // the time limit expired. You can resubmit the placement request as needed. Status GameSessionPlacementState `type:"string" enum:"true"` // contains filtered or unexported fields }
Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.
Game session placement-related operations include:
StartGameSessionPlacement
DescribeGameSessionPlacement
StopGameSessionPlacement
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionPlacement
func (GameSessionPlacement) String ¶
func (s GameSessionPlacement) String() string
String returns the string representation
type GameSessionPlacementState ¶
type GameSessionPlacementState string
const ( GameSessionPlacementStatePending GameSessionPlacementState = "PENDING" GameSessionPlacementStateFulfilled GameSessionPlacementState = "FULFILLED" GameSessionPlacementStateCancelled GameSessionPlacementState = "CANCELLED" GameSessionPlacementStateTimedOut GameSessionPlacementState = "TIMED_OUT" )
Enum values for GameSessionPlacementState
func (GameSessionPlacementState) MarshalValue ¶ added in v0.3.0
func (enum GameSessionPlacementState) MarshalValue() (string, error)
func (GameSessionPlacementState) MarshalValueBuf ¶ added in v0.3.0
func (enum GameSessionPlacementState) MarshalValueBuf(b []byte) ([]byte, error)
type GameSessionQueue ¶
type GameSessionQueue struct { // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []GameSessionQueueDestination `type:"list"` // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:<region>:<aws account>:gamesessionqueue/<queue name>. GameSessionQueueArn *string `min:"1" type:"string"` // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. Name *string `min:"1" type:"string"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. PlayerLatencyPolicies []PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:
The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.
The length of time that placement requests can wait in the queue before timing out.
A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueue
func (GameSessionQueue) String ¶
func (s GameSessionQueue) String() string
String returns the string representation
type GameSessionQueueDestination ¶
type GameSessionQueueDestination struct { // Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which // include a fleet ID or alias ID and a region name, provide a unique identifier // across all regions. DestinationArn *string `min:"1" type:"string"` // contains filtered or unexported fields }
Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination configured for a queue.
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueueDestination
func (GameSessionQueueDestination) String ¶
func (s GameSessionQueueDestination) String() string
String returns the string representation
func (*GameSessionQueueDestination) Validate ¶
func (s *GameSessionQueueDestination) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GameSessionStatus ¶
type GameSessionStatus string
const ( GameSessionStatusActive GameSessionStatus = "ACTIVE" GameSessionStatusActivating GameSessionStatus = "ACTIVATING" GameSessionStatusTerminated GameSessionStatus = "TERMINATED" GameSessionStatusTerminating GameSessionStatus = "TERMINATING" GameSessionStatusError GameSessionStatus = "ERROR" )
Enum values for GameSessionStatus
func (GameSessionStatus) MarshalValue ¶ added in v0.3.0
func (enum GameSessionStatus) MarshalValue() (string, error)
func (GameSessionStatus) MarshalValueBuf ¶ added in v0.3.0
func (enum GameSessionStatus) MarshalValueBuf(b []byte) ([]byte, error)
type GameSessionStatusReason ¶ added in v0.3.0
type GameSessionStatusReason string
const (
GameSessionStatusReasonInterrupted GameSessionStatusReason = "INTERRUPTED"
)
Enum values for GameSessionStatusReason
func (GameSessionStatusReason) MarshalValue ¶ added in v0.3.0
func (enum GameSessionStatusReason) MarshalValue() (string, error)
func (GameSessionStatusReason) MarshalValueBuf ¶ added in v0.3.0
func (enum GameSessionStatusReason) MarshalValueBuf(b []byte) ([]byte, error)
type GetGameSessionLogUrlInput ¶
type GetGameSessionLogUrlInput struct { // Unique identifier for the game session to get logs for. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlInput
func (GetGameSessionLogUrlInput) String ¶
func (s GetGameSessionLogUrlInput) String() string
String returns the string representation
func (*GetGameSessionLogUrlInput) Validate ¶
func (s *GetGameSessionLogUrlInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GetGameSessionLogUrlOutput ¶
type GetGameSessionLogUrlOutput struct { // Location of the requested game session logs, available for download. This // URL is valid for 15 minutes, after which S3 will reject any download request // using this URL. You can request a new URL any time within the 14-day period // that the logs are retained. PreSignedUrl *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlOutput
func (GetGameSessionLogUrlOutput) String ¶
func (s GetGameSessionLogUrlOutput) String() string
String returns the string representation
type GetGameSessionLogUrlRequest ¶
type GetGameSessionLogUrlRequest struct { *aws.Request Input *GetGameSessionLogUrlInput Copy func(*GetGameSessionLogUrlInput) GetGameSessionLogUrlRequest }
GetGameSessionLogUrlRequest is the request type for the GetGameSessionLogUrl API operation.
func (GetGameSessionLogUrlRequest) Send ¶
func (r GetGameSessionLogUrlRequest) Send(ctx context.Context) (*GetGameSessionLogUrlResponse, error)
Send marshals and sends the GetGameSessionLogUrl API request.
type GetGameSessionLogUrlResponse ¶ added in v0.9.0
type GetGameSessionLogUrlResponse struct { *GetGameSessionLogUrlOutput // contains filtered or unexported fields }
GetGameSessionLogUrlResponse is the response type for the GetGameSessionLogUrl API operation.
func (*GetGameSessionLogUrlResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *GetGameSessionLogUrlResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the GetGameSessionLogUrl request.
type GetInstanceAccessInput ¶
type GetInstanceAccessInput struct { // Unique identifier for a fleet that contains the instance you want access // to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, // or ERROR. Fleets with an ERROR status may be accessible for a short time // before they are deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for an instance you want to get access to. You can access // an instance in any status. // // InstanceId is a required field InstanceId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessInput
func (GetInstanceAccessInput) String ¶
func (s GetInstanceAccessInput) String() string
String returns the string representation
func (*GetInstanceAccessInput) Validate ¶
func (s *GetInstanceAccessInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GetInstanceAccessOutput ¶
type GetInstanceAccessOutput struct { // Object that contains connection information for a fleet instance, including // IP address and access credentials. InstanceAccess *InstanceAccess `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessOutput
func (GetInstanceAccessOutput) String ¶
func (s GetInstanceAccessOutput) String() string
String returns the string representation
type GetInstanceAccessRequest ¶
type GetInstanceAccessRequest struct { *aws.Request Input *GetInstanceAccessInput Copy func(*GetInstanceAccessInput) GetInstanceAccessRequest }
GetInstanceAccessRequest is the request type for the GetInstanceAccess API operation.
func (GetInstanceAccessRequest) Send ¶
func (r GetInstanceAccessRequest) Send(ctx context.Context) (*GetInstanceAccessResponse, error)
Send marshals and sends the GetInstanceAccess API request.
type GetInstanceAccessResponse ¶ added in v0.9.0
type GetInstanceAccessResponse struct { *GetInstanceAccessOutput // contains filtered or unexported fields }
GetInstanceAccessResponse is the response type for the GetInstanceAccess API operation.
func (*GetInstanceAccessResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *GetInstanceAccessResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the GetInstanceAccess request.
type Instance ¶
type Instance struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet that the instance is in. FleetId *string `type:"string"` // Unique identifier for an instance. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on this instance. OperatingSystem OperatingSystem `type:"string" enum:"true"` // Current status of the instance. Possible statuses include the following: // // * PENDING -- The instance is in the process of being created and launching // server processes as defined in the fleet's run-time configuration. // // * ACTIVE -- The instance has been successfully created and at least one // server process has successfully launched and reported back to Amazon GameLift // that it is ready to host a game session. The instance is now considered // ready to host game sessions. // // * TERMINATING -- The instance is in the process of shutting down. This // may happen to reduce capacity during a scaling down event or to recycle // resources in the event of a problem. Status InstanceStatus `type:"string" enum:"true"` // EC2 instance type that defines the computing resources of this instance. Type EC2InstanceType `type:"string" enum:"true"` // contains filtered or unexported fields }
Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Instance
type InstanceAccess ¶
type InstanceAccess struct { // Credentials required to access the instance. Credentials *InstanceCredentials `type:"structure"` // Unique identifier for a fleet containing the instance being accessed. FleetId *string `type:"string"` // Unique identifier for an instance being accessed. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on the instance. OperatingSystem OperatingSystem `type:"string" enum:"true"` // contains filtered or unexported fields }
Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceAccess
func (InstanceAccess) String ¶
func (s InstanceAccess) String() string
String returns the string representation
type InstanceCredentials ¶
type InstanceCredentials struct { // Secret string. For Windows instances, the secret is a password for use with // Windows Remote Desktop. For Linux instances, it is a private key (which must // be saved as a .pem file) for use with SSH. Secret *string `min:"1" type:"string"` // User login string. UserName *string `min:"1" type:"string"` // contains filtered or unexported fields }
Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceCredentials
func (InstanceCredentials) String ¶
func (s InstanceCredentials) String() string
String returns the string representation
type InstanceStatus ¶
type InstanceStatus string
const ( InstanceStatusPending InstanceStatus = "PENDING" InstanceStatusActive InstanceStatus = "ACTIVE" InstanceStatusTerminating InstanceStatus = "TERMINATING" )
Enum values for InstanceStatus
func (InstanceStatus) MarshalValue ¶ added in v0.3.0
func (enum InstanceStatus) MarshalValue() (string, error)
func (InstanceStatus) MarshalValueBuf ¶ added in v0.3.0
func (enum InstanceStatus) MarshalValueBuf(b []byte) ([]byte, error)
type IpPermission ¶
type IpPermission struct { // Starting value for a range of allowed port numbers. // // FromPort is a required field FromPort *int64 `min:"1" type:"integer" required:"true"` // Range of allowed IP addresses. This value must be expressed in CIDR notation. // Example: "000.000.000.000/[subnet mask]" or optionally the shortened version // "0.0.0.0/[subnet mask]". // // IpRange is a required field IpRange *string `type:"string" required:"true"` // Network communication protocol used by the fleet. // // Protocol is a required field Protocol IpProtocol `type:"string" required:"true" enum:"true"` // Ending value for a range of allowed port numbers. Port numbers are end-inclusive. // This value must be higher than FromPort. // // ToPort is a required field ToPort *int64 `min:"1" type:"integer" required:"true"` // contains filtered or unexported fields }
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift. New game sessions that are started on the fleet are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For fleets created with a custom game server, the ranges reflect the server's game session assignments. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP for use by the Realtime servers. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/IpPermission
func (IpPermission) String ¶
func (s IpPermission) String() string
String returns the string representation
func (*IpPermission) Validate ¶
func (s *IpPermission) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type IpProtocol ¶
type IpProtocol string
const ( IpProtocolTcp IpProtocol = "TCP" IpProtocolUdp IpProtocol = "UDP" )
Enum values for IpProtocol
func (IpProtocol) MarshalValue ¶ added in v0.3.0
func (enum IpProtocol) MarshalValue() (string, error)
func (IpProtocol) MarshalValueBuf ¶ added in v0.3.0
func (enum IpProtocol) MarshalValueBuf(b []byte) ([]byte, error)
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 that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Type of routing to filter results on. Use this parameter to retrieve only // aliases of a certain type. To retrieve all aliases, leave this parameter // empty. // // Possible routing types include the following: // // * SIMPLE -- The alias resolves to one specific fleet. Use this type when // routing to active fleets. // // * TERMINAL -- The alias does not resolve to a fleet but instead can be // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. RoutingStrategyType RoutingStrategyType `type:"string" enum:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesInput
func (ListAliasesInput) String ¶
func (s ListAliasesInput) String() string
String returns the string representation
func (*ListAliasesInput) Validate ¶
func (s *ListAliasesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListAliasesOutput ¶
type ListAliasesOutput struct { // Collection of alias records that match the list request. Aliases []Alias `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesOutput
func (ListAliasesOutput) String ¶
func (s ListAliasesOutput) String() string
String returns the string representation
type ListAliasesRequest ¶
type ListAliasesRequest struct { *aws.Request Input *ListAliasesInput Copy func(*ListAliasesInput) ListAliasesRequest }
ListAliasesRequest is the request type for the ListAliases API operation.
func (ListAliasesRequest) Send ¶
func (r ListAliasesRequest) Send(ctx context.Context) (*ListAliasesResponse, error)
Send marshals and sends the ListAliases API request.
type ListAliasesResponse ¶ added in v0.9.0
type ListAliasesResponse struct { *ListAliasesOutput // contains filtered or unexported fields }
ListAliasesResponse is the response type for the ListAliases API operation.
func (*ListAliasesResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *ListAliasesResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the ListAliases request.
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 that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Build status to filter results by. To retrieve all builds, leave this parameter // empty. // // Possible build statuses include the following: // // * INITIALIZED -- A new build has been defined, but no files have been // uploaded. You cannot create fleets for builds that are in this status. // When a build is successfully created, the build status is set to this // value. // // * READY -- The game build has been successfully uploaded. You can now // create new fleets for this build. // // * FAILED -- The game build upload failed. You cannot create new fleets // for this build. Status BuildStatus `type:"string" enum:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsInput
func (ListBuildsInput) String ¶
func (s ListBuildsInput) String() string
String returns the string representation
func (*ListBuildsInput) Validate ¶
func (s *ListBuildsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListBuildsOutput ¶
type ListBuildsOutput struct { // Collection of build records that match the request. Builds []Build `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsOutput
func (ListBuildsOutput) String ¶
func (s ListBuildsOutput) String() string
String returns the string representation
type ListBuildsRequest ¶
type ListBuildsRequest struct { *aws.Request Input *ListBuildsInput Copy func(*ListBuildsInput) ListBuildsRequest }
ListBuildsRequest is the request type for the ListBuilds API operation.
func (ListBuildsRequest) Send ¶
func (r ListBuildsRequest) Send(ctx context.Context) (*ListBuildsResponse, error)
Send marshals and sends the ListBuilds API request.
type ListBuildsResponse ¶ added in v0.9.0
type ListBuildsResponse struct { *ListBuildsOutput // contains filtered or unexported fields }
ListBuildsResponse is the response type for the ListBuilds API operation.
func (*ListBuildsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *ListBuildsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the ListBuilds request.
type ListFleetsInput ¶
type ListFleetsInput struct { // Unique identifier for a build to return fleets for. Use this parameter to // return only fleets using the specified build. To retrieve all fleets, leave // this parameter empty. BuildId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Unique identifier for a Realtime script to return fleets for. Use this parameter // to return only fleets using the specified script. To retrieve all fleets, // leave this parameter empty. ScriptId *string `type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsInput
func (ListFleetsInput) String ¶
func (s ListFleetsInput) String() string
String returns the string representation
func (*ListFleetsInput) Validate ¶
func (s *ListFleetsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListFleetsOutput ¶
type ListFleetsOutput struct { // Set of fleet IDs matching the list request. You can retrieve additional information // about all returned fleets by passing this result set to a call to DescribeFleetAttributes, // DescribeFleetCapacity, or DescribeFleetUtilization. FleetIds []string `min:"1" type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsOutput
func (ListFleetsOutput) String ¶
func (s ListFleetsOutput) String() string
String returns the string representation
type ListFleetsRequest ¶
type ListFleetsRequest struct { *aws.Request Input *ListFleetsInput Copy func(*ListFleetsInput) ListFleetsRequest }
ListFleetsRequest is the request type for the ListFleets API operation.
func (ListFleetsRequest) Send ¶
func (r ListFleetsRequest) Send(ctx context.Context) (*ListFleetsResponse, error)
Send marshals and sends the ListFleets API request.
type ListFleetsResponse ¶ added in v0.9.0
type ListFleetsResponse struct { *ListFleetsOutput // contains filtered or unexported fields }
ListFleetsResponse is the response type for the ListFleets API operation.
func (*ListFleetsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *ListFleetsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the ListFleets request.
type ListScriptsInput ¶ added in v0.8.0
type ListScriptsInput 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 that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScriptsInput
func (ListScriptsInput) String ¶ added in v0.8.0
func (s ListScriptsInput) String() string
String returns the string representation
func (*ListScriptsInput) Validate ¶ added in v0.8.0
func (s *ListScriptsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListScriptsOutput ¶ added in v0.8.0
type ListScriptsOutput struct { // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Set of properties describing the requested script. Scripts []Script `type:"list"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScriptsOutput
func (ListScriptsOutput) String ¶ added in v0.8.0
func (s ListScriptsOutput) String() string
String returns the string representation
type ListScriptsRequest ¶ added in v0.8.0
type ListScriptsRequest struct { *aws.Request Input *ListScriptsInput Copy func(*ListScriptsInput) ListScriptsRequest }
ListScriptsRequest is the request type for the ListScripts API operation.
func (ListScriptsRequest) Send ¶ added in v0.8.0
func (r ListScriptsRequest) Send(ctx context.Context) (*ListScriptsResponse, error)
Send marshals and sends the ListScripts API request.
type ListScriptsResponse ¶ added in v0.9.0
type ListScriptsResponse struct { *ListScriptsOutput // contains filtered or unexported fields }
ListScriptsResponse is the response type for the ListScripts API operation.
func (*ListScriptsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *ListScriptsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the ListScripts request.
type MatchedPlayerSession ¶
type MatchedPlayerSession struct { // Unique identifier for a player PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session PlayerSessionId *string `type:"string"` // contains filtered or unexported fields }
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.
When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchedPlayerSession
func (MatchedPlayerSession) String ¶
func (s MatchedPlayerSession) String() string
String returns the string representation
type MatchmakingConfiguration ¶
type MatchmakingConfiguration struct { // Flag that determines whether a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. AcceptanceRequired *bool `type:"boolean"` // Length of time (in seconds) to wait for players to accept a proposed match. // If any player rejects the match or fails to accept before the timeout, the // ticket continues to look for an acceptable match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // Number of player slots in a match to keep open for future players. For example, // if the configuration's rule set specifies a match for a single 12-person // team, and the additional player count is set to 2, only 10 players are selected // for the match. AdditionalPlayerCount *int64 `type:"integer"` // Method used to backfill game sessions created with this matchmaking configuration. // MANUAL indicates that the game makes backfill requests or does not use the // match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill // requests whenever a game session has one or more open slots. Learn more about // manual and automatic backfill in Backfill Existing Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html). BackfillMode BackfillMode `type:"string" enum:"true"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Information to attach to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` // Descriptive label that is associated with matchmaking configuration. Description *string `min:"1" type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameProperties []GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameSessionData *string `min:"1" type:"string"` // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:<region>:<aws account>:gamesessionqueue/<queue name>. // These queues are used when placing game sessions for matches that are created // with this matchmaking configuration. Queues can be located in any region. GameSessionQueueArns []string `type:"list"` // Unique identifier for a matchmaking configuration. This name is used to identify // the configuration associated with a matchmaking request or ticket. Name *string `type:"string"` // SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"string"` // Maximum duration, in seconds, that a matchmaking ticket can remain in process // before timing out. Requests that fail due to timing out can be resubmitted // as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` // Unique identifier for a matchmaking rule set to use with this configuration. // A matchmaking configuration can only use rule sets that are defined in the // same region. RuleSetName *string `type:"string"` // contains filtered or unexported fields }
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingConfiguration
func (MatchmakingConfiguration) String ¶
func (s MatchmakingConfiguration) String() string
String returns the string representation
type MatchmakingConfigurationStatus ¶
type MatchmakingConfigurationStatus string
const ( MatchmakingConfigurationStatusCancelled MatchmakingConfigurationStatus = "CANCELLED" MatchmakingConfigurationStatusCompleted MatchmakingConfigurationStatus = "COMPLETED" MatchmakingConfigurationStatusFailed MatchmakingConfigurationStatus = "FAILED" MatchmakingConfigurationStatusPlacing MatchmakingConfigurationStatus = "PLACING" MatchmakingConfigurationStatusQueued MatchmakingConfigurationStatus = "QUEUED" MatchmakingConfigurationStatusRequiresAcceptance MatchmakingConfigurationStatus = "REQUIRES_ACCEPTANCE" MatchmakingConfigurationStatusSearching MatchmakingConfigurationStatus = "SEARCHING" MatchmakingConfigurationStatusTimedOut MatchmakingConfigurationStatus = "TIMED_OUT" )
Enum values for MatchmakingConfigurationStatus
func (MatchmakingConfigurationStatus) MarshalValue ¶ added in v0.3.0
func (enum MatchmakingConfigurationStatus) MarshalValue() (string, error)
func (MatchmakingConfigurationStatus) MarshalValueBuf ¶ added in v0.3.0
func (enum MatchmakingConfigurationStatus) MarshalValueBuf(b []byte) ([]byte, error)
type MatchmakingRuleSet ¶
type MatchmakingRuleSet struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Collection of matchmaking rules, formatted as a JSON string. Comments are // not allowed in JSON, but most elements support a description field. // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` // Unique identifier for a matchmaking rule set RuleSetName *string `type:"string"` // contains filtered or unexported fields }
Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.
A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch Rule Set (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html).
Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.
Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.
Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.
Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingRuleSet
func (MatchmakingRuleSet) String ¶
func (s MatchmakingRuleSet) String() string
String returns the string representation
type MatchmakingTicket ¶
type MatchmakingTicket struct { // Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking // configurations determine how players are grouped into a match and how a new // game session is created for the match. ConfigurationName *string `type:"string"` // Time stamp indicating when this matchmaking request stopped being processed // due to success, failure, or cancellation. Format is a number expressed in // Unix time as milliseconds (for example "1469498468.057"). EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Average amount of time (in seconds) that players are currently waiting for // a match. If there is not enough recent data, this property may be empty. EstimatedWaitTime *int64 `type:"integer"` // Identifier and connection information of the game session created for the // match. This information is added to the ticket only after the matchmaking // request has been successfully completed. GameSessionConnectionInfo *GameSessionConnectionInfo `type:"structure"` // A set of Player objects, each representing a player to find matches for. // Players are identified by a unique player ID and may include latency data // for use during matchmaking. If the ticket is in status COMPLETED, the Player // objects include the team the players were assigned to in the resulting match. Players []Player `type:"list"` // Time stamp indicating when this matchmaking request was received. Format // is a number expressed in Unix time as milliseconds (for example "1469498468.057"). StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Current status of the matchmaking request. // // * QUEUED -- The matchmaking request has been received and is currently // waiting to be processed. // // * SEARCHING -- The matchmaking request is currently being processed. // // * REQUIRES_ACCEPTANCE -- A match has been proposed and the players must // accept the match (see AcceptMatch). This status is used only with requests // that use a matchmaking configuration with a player acceptance requirement. // // * PLACING -- The FlexMatch engine has matched players and is in the process // of placing a new game session for the match. // // * COMPLETED -- Players have been matched and a game session is ready to // host the players. A ticket in this state contains the necessary connection // information for players. // // * FAILED -- The matchmaking request was not completed. // // * CANCELLED -- The matchmaking request was canceled. This may be the result // of a call to StopMatchmaking or a proposed match that one or more players // failed to accept. // // * TIMED_OUT -- The matchmaking request was not successful within the duration // specified in the matchmaking configuration. // // Matchmaking requests that fail to successfully complete (statuses FAILED, // CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket // IDs. Status MatchmakingConfigurationStatus `type:"string" enum:"true"` // Additional information about the current status. StatusMessage *string `type:"string"` // Code to explain the current status. For example, a status reason may indicate // when a ticket has returned to SEARCHING status after a proposed match fails // to receive player acceptances. StatusReason *string `type:"string"` // Unique identifier for a matchmaking ticket. TicketId *string `type:"string"` // contains filtered or unexported fields }
Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingTicket
func (MatchmakingTicket) String ¶
func (s MatchmakingTicket) String() string
String returns the string representation
type MetricName ¶
type MetricName string
const ( MetricNameActivatingGameSessions MetricName = "ActivatingGameSessions" MetricNameActiveGameSessions MetricName = "ActiveGameSessions" MetricNameActiveInstances MetricName = "ActiveInstances" MetricNameAvailableGameSessions MetricName = "AvailableGameSessions" MetricNameAvailablePlayerSessions MetricName = "AvailablePlayerSessions" MetricNameCurrentPlayerSessions MetricName = "CurrentPlayerSessions" MetricNameIdleInstances MetricName = "IdleInstances" MetricNamePercentAvailableGameSessions MetricName = "PercentAvailableGameSessions" MetricNamePercentIdleInstances MetricName = "PercentIdleInstances" MetricNameQueueDepth MetricName = "QueueDepth" MetricNameWaitTime MetricName = "WaitTime" )
Enum values for MetricName
func (MetricName) MarshalValue ¶ added in v0.3.0
func (enum MetricName) MarshalValue() (string, error)
func (MetricName) MarshalValueBuf ¶ added in v0.3.0
func (enum MetricName) MarshalValueBuf(b []byte) ([]byte, error)
type OperatingSystem ¶
type OperatingSystem string
const ( OperatingSystemWindows2012 OperatingSystem = "WINDOWS_2012" OperatingSystemAmazonLinux OperatingSystem = "AMAZON_LINUX" )
Enum values for OperatingSystem
func (OperatingSystem) MarshalValue ¶ added in v0.3.0
func (enum OperatingSystem) MarshalValue() (string, error)
func (OperatingSystem) MarshalValueBuf ¶ added in v0.3.0
func (enum OperatingSystem) MarshalValueBuf(b []byte) ([]byte, error)
type PlacedPlayerSession ¶
type PlacedPlayerSession struct { // Unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // contains filtered or unexported fields }
Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlacedPlayerSession
func (PlacedPlayerSession) String ¶
func (s PlacedPlayerSession) String() string
String returns the string representation
type Player ¶
type Player struct { // Set of values, expressed in milliseconds, indicating the amount of latency // that a player experiences when connected to AWS regions. If this property // is present, FlexMatch considers placing the match only in regions for which // latency is reported. // // If a matchmaker has a rule that evaluates player latency, players must report // latency in order to be matched. If no latency is reported in this scenario, // FlexMatch assumes that no regions are available to the player and the ticket // is not matchable. LatencyInMs map[string]int64 `type:"map"` // Collection of key:value pairs containing player information for use in matchmaking. // Player attribute keys must match the playerAttributes used in a matchmaking // rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": // {"S": "deathmatch"}}. PlayerAttributes map[string]AttributeValue `type:"map"` // Unique identifier for a player PlayerId *string `min:"1" type:"string"` // Name of the team that the player is assigned to in a match. Team names are // defined in a matchmaking rule set. Team *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Player
type PlayerLatency ¶
type PlayerLatency struct { // Amount of time that represents the time lag experienced by the player when // connected to the specified region. LatencyInMilliseconds *float64 `type:"float"` // Unique identifier for a player associated with the latency data. PlayerId *string `min:"1" type:"string"` // Name of the region that is associated with the latency value. RegionIdentifier *string `min:"1" type:"string"` // contains filtered or unexported fields }
Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified region. The relative difference between a player's latency values for multiple regions are used to determine which fleets are best suited to place a new game session for the player. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatency
func (PlayerLatency) String ¶
func (s PlayerLatency) String() string
String returns the string representation
func (*PlayerLatency) Validate ¶
func (s *PlayerLatency) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type PlayerLatencyPolicy ¶
type PlayerLatencyPolicy struct { // The maximum latency value that is allowed for any player, in milliseconds. // All policies must have a value set for this property. MaximumIndividualPlayerLatencyMilliseconds *int64 `type:"integer"` // The length of time, in seconds, that the policy is enforced while placing // a new game session. A null value for this property means that the policy // is enforced until the queue times out. PolicyDurationSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed at any destination in a region where a player is reporting latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatencyPolicy
func (PlayerLatencyPolicy) String ¶
func (s PlayerLatencyPolicy) 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 (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet that the player's game session is running on. FleetId *string `type:"string"` // Unique identifier for the game session that the player session is connected // to. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // Port number for the game session. To connect to a Amazon GameLift server // process, an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the player session. // // Possible player session statuses include the following: // // * RESERVED -- The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE -- The player has been validated by the server process and is // currently connected. // // * COMPLETED -- The player connection has been dropped. // // * TIMEDOUT -- A player session request was received, but the player did // not connect and/or was not validated within the timeout limit (60 seconds). Status PlayerSessionStatus `type:"string" enum:"true"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED) or actual player activity in a game session (status ACTIVE). A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated.
When a player disconnects, the player session status changes to COMPLETED. Once the session ends, the player session object is retained for 30 days and then removed.
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Game session placements StartGameSessionPlacement DescribeGameSessionPlacement StopGameSessionPlacement
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerSession
func (PlayerSession) String ¶
func (s PlayerSession) String() string
String returns the string representation
type PlayerSessionCreationPolicy ¶
type PlayerSessionCreationPolicy string
const ( PlayerSessionCreationPolicyAcceptAll PlayerSessionCreationPolicy = "ACCEPT_ALL" PlayerSessionCreationPolicyDenyAll PlayerSessionCreationPolicy = "DENY_ALL" )
Enum values for PlayerSessionCreationPolicy
func (PlayerSessionCreationPolicy) MarshalValue ¶ added in v0.3.0
func (enum PlayerSessionCreationPolicy) MarshalValue() (string, error)
func (PlayerSessionCreationPolicy) MarshalValueBuf ¶ added in v0.3.0
func (enum PlayerSessionCreationPolicy) MarshalValueBuf(b []byte) ([]byte, error)
type PlayerSessionStatus ¶
type PlayerSessionStatus string
const ( PlayerSessionStatusReserved PlayerSessionStatus = "RESERVED" PlayerSessionStatusActive PlayerSessionStatus = "ACTIVE" PlayerSessionStatusCompleted PlayerSessionStatus = "COMPLETED" PlayerSessionStatusTimedout PlayerSessionStatus = "TIMEDOUT" )
Enum values for PlayerSessionStatus
func (PlayerSessionStatus) MarshalValue ¶ added in v0.3.0
func (enum PlayerSessionStatus) MarshalValue() (string, error)
func (PlayerSessionStatus) MarshalValueBuf ¶ added in v0.3.0
func (enum PlayerSessionStatus) MarshalValueBuf(b []byte) ([]byte, error)
type PolicyType ¶ added in v0.4.0
type PolicyType string
const ( PolicyTypeRuleBased PolicyType = "RuleBased" PolicyTypeTargetBased PolicyType = "TargetBased" )
Enum values for PolicyType
func (PolicyType) MarshalValue ¶ added in v0.4.0
func (enum PolicyType) MarshalValue() (string, error)
func (PolicyType) MarshalValueBuf ¶ added in v0.4.0
func (enum PolicyType) MarshalValueBuf(b []byte) ([]byte, error)
type ProtectionPolicy ¶
type ProtectionPolicy string
const ( ProtectionPolicyNoProtection ProtectionPolicy = "NoProtection" ProtectionPolicyFullProtection ProtectionPolicy = "FullProtection" )
Enum values for ProtectionPolicy
func (ProtectionPolicy) MarshalValue ¶ added in v0.3.0
func (enum ProtectionPolicy) MarshalValue() (string, error)
func (ProtectionPolicy) MarshalValueBuf ¶ added in v0.3.0
func (enum ProtectionPolicy) MarshalValueBuf(b []byte) ([]byte, error)
type PutScalingPolicyInput ¶
type PutScalingPolicyInput struct { // Comparison operator to use when measuring the metric against the threshold // value. ComparisonOperator ComparisonOperatorType `type:"string" enum:"true"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` // Unique identifier for a fleet to apply this policy to. The fleet cannot be // in any of the following statuses: ERROR or DELETING. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Name of the Amazon GameLift-defined metric that is used to trigger a scaling // adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon // GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html). // // * ActivatingGameSessions -- Game sessions in the process of being created. // // * ActiveGameSessions -- Game sessions that are currently running. // // * ActiveInstances -- Fleet instances that are currently running at least // one game session. // // * AvailableGameSessions -- Additional game sessions that fleet could host // simultaneously, given current capacity. // // * AvailablePlayerSessions -- Empty player slots in currently active game // sessions. This includes game sessions that are not currently accepting // players. Reserved player slots are not included. // // * CurrentPlayerSessions -- Player slots in active game sessions that are // being used by a player or are reserved for a player. // // * IdleInstances -- Active instances that are currently hosting zero game // sessions. // // * PercentAvailableGameSessions -- Unused percentage of the total number // of game sessions that a fleet could host simultaneously, given current // capacity. Use this metric for a target-based scaling policy. // // * PercentIdleInstances -- Percentage of the total number of active instances // that are hosting zero game sessions. // // * QueueDepth -- Pending game session placement requests, in any queue, // where the current fleet is the top-priority destination. // // * WaitTime -- Current wait time for pending game session placement requests, // in any queue, where the current fleet is the top-priority destination. // // MetricName is a required field MetricName MetricName `type:"string" required:"true" enum:"true"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. A fleet can have only one scaling policy with the // same name. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Type of scaling policy to create. For a target-based policy, set the parameter // MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. // For a rule-based policy set the following parameters: MetricName, ComparisonOperator, // Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment. PolicyType PolicyType `type:"string" enum:"true"` // 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; for example, a value of "-10" scales // the fleet down by 10%. ScalingAdjustmentType ScalingAdjustmentType `type:"string" enum:"true"` // Object that contains settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration `type:"structure"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyInput
func (PutScalingPolicyInput) String ¶
func (s PutScalingPolicyInput) String() string
String returns the string representation
func (*PutScalingPolicyInput) Validate ¶
func (s *PutScalingPolicyInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type PutScalingPolicyOutput ¶
type PutScalingPolicyOutput struct { // Descriptive label that is 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyOutput
func (PutScalingPolicyOutput) String ¶
func (s PutScalingPolicyOutput) String() string
String returns the string representation
type PutScalingPolicyRequest ¶
type PutScalingPolicyRequest struct { *aws.Request Input *PutScalingPolicyInput Copy func(*PutScalingPolicyInput) PutScalingPolicyRequest }
PutScalingPolicyRequest is the request type for the PutScalingPolicy API operation.
func (PutScalingPolicyRequest) Send ¶
func (r PutScalingPolicyRequest) Send(ctx context.Context) (*PutScalingPolicyResponse, error)
Send marshals and sends the PutScalingPolicy API request.
type PutScalingPolicyResponse ¶ added in v0.9.0
type PutScalingPolicyResponse struct { *PutScalingPolicyOutput // contains filtered or unexported fields }
PutScalingPolicyResponse is the response type for the PutScalingPolicy API operation.
func (*PutScalingPolicyResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *PutScalingPolicyResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the PutScalingPolicy request.
type RequestUploadCredentialsInput ¶
type RequestUploadCredentialsInput struct { // Unique identifier for a build to get credentials for. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsInput
func (RequestUploadCredentialsInput) String ¶
func (s RequestUploadCredentialsInput) String() string
String returns the string representation
func (*RequestUploadCredentialsInput) Validate ¶
func (s *RequestUploadCredentialsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type RequestUploadCredentialsOutput ¶
type RequestUploadCredentialsOutput struct { // Amazon S3 path and key, identifying where the game build files are stored. StorageLocation *S3Location `type:"structure"` // AWS credentials required when uploading a game build to the storage location. // These credentials have a limited lifespan and are valid only for the build // they were issued for. UploadCredentials *AwsCredentials `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsOutput
func (RequestUploadCredentialsOutput) String ¶
func (s RequestUploadCredentialsOutput) String() string
String returns the string representation
type RequestUploadCredentialsRequest ¶
type RequestUploadCredentialsRequest struct { *aws.Request Input *RequestUploadCredentialsInput Copy func(*RequestUploadCredentialsInput) RequestUploadCredentialsRequest }
RequestUploadCredentialsRequest is the request type for the RequestUploadCredentials API operation.
func (RequestUploadCredentialsRequest) Send ¶
func (r RequestUploadCredentialsRequest) Send(ctx context.Context) (*RequestUploadCredentialsResponse, error)
Send marshals and sends the RequestUploadCredentials API request.
type RequestUploadCredentialsResponse ¶ added in v0.9.0
type RequestUploadCredentialsResponse struct { *RequestUploadCredentialsOutput // contains filtered or unexported fields }
RequestUploadCredentialsResponse is the response type for the RequestUploadCredentials API operation.
func (*RequestUploadCredentialsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *RequestUploadCredentialsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the RequestUploadCredentials request.
type ResolveAliasInput ¶
type ResolveAliasInput struct { // Unique identifier for the alias you want to resolve. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasInput
func (ResolveAliasInput) String ¶
func (s ResolveAliasInput) String() string
String returns the string representation
func (*ResolveAliasInput) Validate ¶
func (s *ResolveAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ResolveAliasOutput ¶
type ResolveAliasOutput struct { // Fleet identifier that is associated with the requested alias. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasOutput
func (ResolveAliasOutput) String ¶
func (s ResolveAliasOutput) String() string
String returns the string representation
type ResolveAliasRequest ¶
type ResolveAliasRequest struct { *aws.Request Input *ResolveAliasInput Copy func(*ResolveAliasInput) ResolveAliasRequest }
ResolveAliasRequest is the request type for the ResolveAlias API operation.
func (ResolveAliasRequest) Send ¶
func (r ResolveAliasRequest) Send(ctx context.Context) (*ResolveAliasResponse, error)
Send marshals and sends the ResolveAlias API request.
type ResolveAliasResponse ¶ added in v0.9.0
type ResolveAliasResponse struct { *ResolveAliasOutput // contains filtered or unexported fields }
ResolveAliasResponse is the response type for the ResolveAlias API operation.
func (*ResolveAliasResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *ResolveAliasResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the ResolveAlias request.
type ResourceCreationLimitPolicy ¶
type ResourceCreationLimitPolicy struct { // Maximum number of game sessions that an individual can create during the // policy period. NewGameSessionsPerCreator *int64 `type:"integer"` // Time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *int64 `type:"integer"` // contains filtered or unexported fields }
Policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".
The policy is evaluated when a player tries to create a new game session. For example, with a policy of 10 new game sessions and a time period of 60 minutes, on receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than 10 game sessions in the past 60 minutes. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResourceCreationLimitPolicy
func (ResourceCreationLimitPolicy) String ¶
func (s ResourceCreationLimitPolicy) String() string
String returns the string representation
type RoutingStrategy ¶
type RoutingStrategy struct { // Unique identifier for a fleet that the alias points to. FleetId *string `type:"string"` // Message text to be used with a terminal routing strategy. Message *string `type:"string"` // Type of routing strategy. // // Possible routing types include the following: // // * SIMPLE -- The alias resolves to one specific fleet. Use this type when // routing to active fleets. // // * TERMINAL -- The alias does not resolve to a fleet but instead can be // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. Type RoutingStrategyType `type:"string" enum:"true"` // contains filtered or unexported fields }
Routing configuration for a fleet alias.
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RoutingStrategy
func (RoutingStrategy) String ¶
func (s RoutingStrategy) String() string
String returns the string representation
type RoutingStrategyType ¶
type RoutingStrategyType string
const ( RoutingStrategyTypeSimple RoutingStrategyType = "SIMPLE" RoutingStrategyTypeTerminal RoutingStrategyType = "TERMINAL" )
Enum values for RoutingStrategyType
func (RoutingStrategyType) MarshalValue ¶ added in v0.3.0
func (enum RoutingStrategyType) MarshalValue() (string, error)
func (RoutingStrategyType) MarshalValueBuf ¶ added in v0.3.0
func (enum RoutingStrategyType) MarshalValueBuf(b []byte) ([]byte, error)
type RuntimeConfiguration ¶
type RuntimeConfiguration struct { // Maximum amount of time (in seconds) that a game session can remain in status // ACTIVATING. If the game session is not active before the timeout, activation // is terminated and the game session status is changed to TERMINATED. GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"` // Maximum number of game sessions with status ACTIVATING to allow on an instance // simultaneously. This setting limits the amount of instance resources that // can be used for new game activations at any one time. MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"` // Collection of server process configurations that describe which server processes // to run on each instance in a fleet. ServerProcesses []ServerProcess `min:"1" type:"list"` // contains filtered or unexported fields }
A collection of server process configurations that describe what processes to run on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instance in the fleet starts the specified server processes and continues to start new processes as existing processes end. An instance regularly checks for an updated run-time configuration.
The run-time configuration enables the instances in a fleet to run multiple processes simultaneously. Learn more about Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html).
A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes in a run-time configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object.
CreateFleet
ListFleets
DeleteFleet
Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits DescribeFleetEvents
Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings UpdateRuntimeConfiguration
Manage fleet actions: StartFleetActions StopFleetActions
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RuntimeConfiguration
func (RuntimeConfiguration) String ¶
func (s RuntimeConfiguration) String() string
String returns the string representation
func (*RuntimeConfiguration) Validate ¶
func (s *RuntimeConfiguration) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type S3Location ¶
type S3Location struct { // Amazon S3 bucket identifier. This is the name of the S3 bucket. Bucket *string `min:"1" type:"string"` // Name of the zip file containing the build files or script files. Key *string `min:"1" type:"string"` // Version of the file, if object versioning is turned on for the bucket. Amazon // GameLift uses this information when retrieving files from an S3 bucket that // you own. Use this parameter to specify a specific version of the file; if // not set, the latest version of the file is retrieved. ObjectVersion *string `min:"1" type:"string"` // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // for an IAM role that allows Amazon GameLift to access the S3 bucket. RoleArn *string `min:"1" type:"string"` // contains filtered or unexported fields }
Location in Amazon Simple Storage Service (Amazon S3) where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/S3Location
func (S3Location) String ¶
func (s S3Location) String() string
String returns the string representation
func (*S3Location) Validate ¶
func (s *S3Location) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ScalingAdjustmentType ¶
type ScalingAdjustmentType string
const ( ScalingAdjustmentTypeChangeInCapacity ScalingAdjustmentType = "ChangeInCapacity" ScalingAdjustmentTypeExactCapacity ScalingAdjustmentType = "ExactCapacity" ScalingAdjustmentTypePercentChangeInCapacity ScalingAdjustmentType = "PercentChangeInCapacity" )
Enum values for ScalingAdjustmentType
func (ScalingAdjustmentType) MarshalValue ¶ added in v0.3.0
func (enum ScalingAdjustmentType) MarshalValue() (string, error)
func (ScalingAdjustmentType) MarshalValueBuf ¶ added in v0.3.0
func (enum ScalingAdjustmentType) MarshalValueBuf(b []byte) ([]byte, error)
type ScalingPolicy ¶
type ScalingPolicy struct { // Comparison operator to use when measuring a metric against the threshold // value. ComparisonOperator ComparisonOperatorType `type:"string" enum:"true"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` // Unique identifier for a fleet that is associated with this scaling policy. FleetId *string `type:"string"` // Name of the Amazon GameLift-defined metric that is used to trigger a scaling // adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon // GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html). // // * ActivatingGameSessions -- Game sessions in the process of being created. // // * ActiveGameSessions -- Game sessions that are currently running. // // * ActiveInstances -- Fleet instances that are currently running at least // one game session. // // * AvailableGameSessions -- Additional game sessions that fleet could host // simultaneously, given current capacity. // // * AvailablePlayerSessions -- Empty player slots in currently active game // sessions. This includes game sessions that are not currently accepting // players. Reserved player slots are not included. // // * CurrentPlayerSessions -- Player slots in active game sessions that are // being used by a player or are reserved for a player. // // * IdleInstances -- Active instances that are currently hosting zero game // sessions. // // * PercentAvailableGameSessions -- Unused percentage of the total number // of game sessions that a fleet could host simultaneously, given current // capacity. Use this metric for a target-based scaling policy. // // * PercentIdleInstances -- Percentage of the total number of active instances // that are hosting zero game sessions. // // * QueueDepth -- Pending game session placement requests, in any queue, // where the current fleet is the top-priority destination. // // * WaitTime -- Current wait time for pending game session placement requests, // in any queue, where the current fleet is the top-priority destination. MetricName MetricName `type:"string" enum:"true"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. Name *string `min:"1" type:"string"` // Type of scaling policy to create. For a target-based policy, set the parameter // MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. // For a rule-based policy set the following parameters: MetricName, ComparisonOperator, // Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment. PolicyType PolicyType `type:"string" enum:"true"` // 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 ScalingAdjustmentType `type:"string" enum:"true"` // Current status of the scaling policy. The scaling policy can be in force // only when in an ACTIVE status. Scaling policies can be suspended for individual // fleets (see StopFleetActions; if suspended for a fleet, the policy status // does not change. View a fleet's stopped actions by calling DescribeFleetCapacity. // // * ACTIVE -- The scaling policy can be used for auto-scaling a fleet. // // * UPDATE_REQUESTED -- A request to update the scaling policy has been // received. // // * UPDATING -- A change is being made to the scaling policy. // // * DELETE_REQUESTED -- A request to delete the scaling policy has been // received. // // * DELETING -- The scaling policy is being deleted. // // * DELETED -- The scaling policy has been deleted. // // * ERROR -- An error occurred in creating the policy. It should be removed // and recreated. Status ScalingStatusType `type:"string" enum:"true"` // Object that contains settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration `type:"structure"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` // contains filtered or unexported fields }
Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling)
Manage fleet actions: StartFleetActions StopFleetActions
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ScalingPolicy
func (ScalingPolicy) String ¶
func (s ScalingPolicy) String() string
String returns the string representation
type ScalingStatusType ¶
type ScalingStatusType string
const ( ScalingStatusTypeActive ScalingStatusType = "ACTIVE" ScalingStatusTypeUpdateRequested ScalingStatusType = "UPDATE_REQUESTED" ScalingStatusTypeUpdating ScalingStatusType = "UPDATING" ScalingStatusTypeDeleteRequested ScalingStatusType = "DELETE_REQUESTED" ScalingStatusTypeDeleting ScalingStatusType = "DELETING" ScalingStatusTypeDeleted ScalingStatusType = "DELETED" ScalingStatusTypeError ScalingStatusType = "ERROR" )
Enum values for ScalingStatusType
func (ScalingStatusType) MarshalValue ¶ added in v0.3.0
func (enum ScalingStatusType) MarshalValue() (string, error)
func (ScalingStatusType) MarshalValueBuf ¶ added in v0.3.0
func (enum ScalingStatusType) MarshalValueBuf(b []byte) ([]byte, error)
type Script ¶ added in v0.8.0
type Script struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label that is associated with a script. Script names do not need // to be unique. Name *string `min:"1" type:"string"` // Unique identifier for a Realtime script ScriptId *string `type:"string"` // File size of the uploaded Realtime script, expressed in bytes. When files // are uploaded from an S3 location, this value remains at "0". SizeOnDisk *int64 `min:"1" type:"long"` // Location in Amazon Simple Storage Service (Amazon S3) where build or script // files are stored for access by Amazon GameLift. This location is specified // in CreateBuild, CreateScript, and UpdateScript requests. StorageLocation *S3Location `type:"structure"` // Version that is associated with a build or script. Version strings do not // need to be unique. Version *string `min:"1" type:"string"` // contains filtered or unexported fields }
Properties describing a Realtime script.
Related operations
CreateScript
ListScripts
DescribeScript
UpdateScript
DeleteScript
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Script
type SearchGameSessionsInput ¶
type SearchGameSessionsInput struct { // Unique identifier for an alias associated with the fleet to search for active // game sessions. Each request must reference either a fleet ID or alias ID, // but not both. AliasId *string `type:"string"` // String containing the search criteria for the session search. If no filter // expression is included, the request returns results for all game sessions // in the fleet that are in ACTIVE status. // // A filter expression can contain one or multiple conditions. Each condition // consists of the following: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, // playerSessionCount, hasAvailablePlayerSessions. // // * Comparator -- Valid comparators are: =, <>, <, >, <=, >=. // // * Value -- Value to be searched for. Values may be numbers, boolean values // (true/false) or strings depending on the operand. String values are case // sensitive and must be enclosed in single quotes. Special characters must // be escaped. Boolean and string values can only be used with the comparators // = and <>. For example, the following filter expression searches on gameSessionName: // "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'". // // To chain multiple conditions in a single expression, use the logical keywords // AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT // z, NOT (x OR y). // // Session search evaluates conditions from left to right using the following // precedence rules: // // =, <>, <, >, <=, >= // // Parentheses // // NOT // // AND // // OR // // For example, this filter expression retrieves game sessions hosting at least // ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true". FilterExpression *string `min:"1" type:"string"` // Unique identifier for a fleet to search for active game sessions. Each request // must reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. The maximum number of results returned // is 20, even if this value is not set or is set higher than 20. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Instructions on how to sort the search results. If no sort expression is // included, the request returns results in random order. A sort expression // consists of the following elements: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, // playerSessionCount, hasAvailablePlayerSessions. // // * Order -- Valid sort orders are ASC (ascending) and DESC (descending). // // For example, this sort expression returns the oldest active sessions first: // "SortExpression": "creationTimeMillis ASC". Results with a null value for // the sort operand are returned at the end of the list. SortExpression *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsInput
func (SearchGameSessionsInput) String ¶
func (s SearchGameSessionsInput) String() string
String returns the string representation
func (*SearchGameSessionsInput) Validate ¶
func (s *SearchGameSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type SearchGameSessionsOutput ¶
type SearchGameSessionsOutput struct { // Collection of objects containing game session properties for each session // matching the request. GameSessions []GameSession `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsOutput
func (SearchGameSessionsOutput) String ¶
func (s SearchGameSessionsOutput) String() string
String returns the string representation
type SearchGameSessionsRequest ¶
type SearchGameSessionsRequest struct { *aws.Request Input *SearchGameSessionsInput Copy func(*SearchGameSessionsInput) SearchGameSessionsRequest }
SearchGameSessionsRequest is the request type for the SearchGameSessions API operation.
func (SearchGameSessionsRequest) Send ¶
func (r SearchGameSessionsRequest) Send(ctx context.Context) (*SearchGameSessionsResponse, error)
Send marshals and sends the SearchGameSessions API request.
type SearchGameSessionsResponse ¶ added in v0.9.0
type SearchGameSessionsResponse struct { *SearchGameSessionsOutput // contains filtered or unexported fields }
SearchGameSessionsResponse is the response type for the SearchGameSessions API operation.
func (*SearchGameSessionsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *SearchGameSessionsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the SearchGameSessions request.
type ServerProcess ¶
type ServerProcess struct { // Number of server processes using this configuration to run concurrently on // an instance. // // ConcurrentExecutions is a required field ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` // Location of the server executable in a custom game build or the name of the // Realtime script file that contains the Init() function. Game builds and Realtime // scripts are installed on instances at the root: // // * Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe" // // * Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js" // // LaunchPath is a required field LaunchPath *string `min:"1" type:"string" required:"true"` // Optional list of parameters to pass to the server executable or Realtime // script on launch. Parameters *string `min:"1" type:"string"` // contains filtered or unexported fields }
A set of instructions for launching server processes on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instruction set identifies the location of the custom game build executable or Realtime launch script, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's RuntimeConfiguration . Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ServerProcess
func (ServerProcess) String ¶
func (s ServerProcess) String() string
String returns the string representation
func (*ServerProcess) Validate ¶
func (s *ServerProcess) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartFleetActionsInput ¶ added in v0.4.0
type StartFleetActionsInput struct { // List of actions to restart on the fleet. // // Actions is a required field Actions []FleetAction `min:"1" type:"list" required:"true"` // Unique identifier for a fleet // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActionsInput
func (StartFleetActionsInput) String ¶ added in v0.4.0
func (s StartFleetActionsInput) String() string
String returns the string representation
func (*StartFleetActionsInput) Validate ¶ added in v0.4.0
func (s *StartFleetActionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartFleetActionsOutput ¶ added in v0.4.0
type StartFleetActionsOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActionsOutput
func (StartFleetActionsOutput) String ¶ added in v0.4.0
func (s StartFleetActionsOutput) String() string
String returns the string representation
type StartFleetActionsRequest ¶ added in v0.4.0
type StartFleetActionsRequest struct { *aws.Request Input *StartFleetActionsInput Copy func(*StartFleetActionsInput) StartFleetActionsRequest }
StartFleetActionsRequest is the request type for the StartFleetActions API operation.
func (StartFleetActionsRequest) Send ¶ added in v0.4.0
func (r StartFleetActionsRequest) Send(ctx context.Context) (*StartFleetActionsResponse, error)
Send marshals and sends the StartFleetActions API request.
type StartFleetActionsResponse ¶ added in v0.9.0
type StartFleetActionsResponse struct { *StartFleetActionsOutput // contains filtered or unexported fields }
StartFleetActionsResponse is the response type for the StartFleetActions API operation.
func (*StartFleetActionsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *StartFleetActionsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the StartFleetActions request.
type StartGameSessionPlacementInput ¶
type StartGameSessionPlacementInput struct { // Set of information on each player to create a player session for. DesiredPlayerSessions []DesiredPlayerSession `type:"list"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. GameSessionName *string `min:"1" type:"string"` // Name of the queue to use to place the new game session. // // GameSessionQueueName is a required field GameSessionQueueName *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // Unique identifier to assign to the new game session placement. This value // is developer-defined. The value must be unique across all regions and cannot // be reused unless you are resubmitting a canceled or timed-out placement request. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` // Set of values, expressed in milliseconds, indicating the amount of latency // that a player experiences when connected to AWS regions. This information // is used to try to place the new game session where it can offer the best // possible gameplay experience for the players. PlayerLatencies []PlayerLatency `type:"list"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementInput
func (StartGameSessionPlacementInput) String ¶
func (s StartGameSessionPlacementInput) String() string
String returns the string representation
func (*StartGameSessionPlacementInput) Validate ¶
func (s *StartGameSessionPlacementInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartGameSessionPlacementOutput ¶
type StartGameSessionPlacementOutput struct { // Object that describes the newly created game session placement. This object // includes all the information provided in the request, as well as start/end // time stamps and placement status. GameSessionPlacement *GameSessionPlacement `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementOutput
func (StartGameSessionPlacementOutput) String ¶
func (s StartGameSessionPlacementOutput) String() string
String returns the string representation
type StartGameSessionPlacementRequest ¶
type StartGameSessionPlacementRequest struct { *aws.Request Input *StartGameSessionPlacementInput Copy func(*StartGameSessionPlacementInput) StartGameSessionPlacementRequest }
StartGameSessionPlacementRequest is the request type for the StartGameSessionPlacement API operation.
func (StartGameSessionPlacementRequest) Send ¶
func (r StartGameSessionPlacementRequest) Send(ctx context.Context) (*StartGameSessionPlacementResponse, error)
Send marshals and sends the StartGameSessionPlacement API request.
type StartGameSessionPlacementResponse ¶ added in v0.9.0
type StartGameSessionPlacementResponse struct { *StartGameSessionPlacementOutput // contains filtered or unexported fields }
StartGameSessionPlacementResponse is the response type for the StartGameSessionPlacement API operation.
func (*StartGameSessionPlacementResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *StartGameSessionPlacementResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the StartGameSessionPlacement request.
type StartMatchBackfillInput ¶ added in v0.3.0
type StartMatchBackfillInput struct { // Name of the matchmaker to use for this request. The name of the matchmaker // that was used with the original game session is listed in the GameSession // object, MatchmakerData property. This property contains a matchmaking configuration // ARN value, which includes the matchmaker name. (In the ARN value "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-4v4", // the matchmaking configuration name is "MM-4v4".) Use only the name for this // parameter. // // ConfigurationName is a required field ConfigurationName *string `type:"string" required:"true"` // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session and uniquely identifies it. // // GameSessionArn is a required field GameSessionArn *string `min:"1" type:"string" required:"true"` // Match information on all players that are currently assigned to the game // session. This information is used by the matchmaker to find new players and // add them to the existing game. // // * PlayerID, PlayerAttributes, Team -\\- This information is maintained // in the GameSession object, MatchmakerData property, for all players who // are currently assigned to the game session. The matchmaker data is in // JSON syntax, formatted as a string. For more details, see Match Data (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data). // // * LatencyInMs -\\- If the matchmaker uses player latency, include a latency // value, in milliseconds, for the region that the game session is currently // in. Do not include latency values for any other region. // // Players is a required field Players []Player `type:"list" required:"true"` // Unique identifier for a matchmaking ticket. If no ticket ID is specified // here, Amazon GameLift will generate one in the form of a UUID. Use this identifier // to track the match backfill ticket status and retrieve match results. TicketId *string `type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfillInput
func (StartMatchBackfillInput) String ¶ added in v0.3.0
func (s StartMatchBackfillInput) String() string
String returns the string representation
func (*StartMatchBackfillInput) Validate ¶ added in v0.3.0
func (s *StartMatchBackfillInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartMatchBackfillOutput ¶ added in v0.3.0
type StartMatchBackfillOutput struct { // Ticket representing the backfill matchmaking request. This object includes // the information in the request, ticket status, and match results as generated // during the matchmaking process. MatchmakingTicket *MatchmakingTicket `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfillOutput
func (StartMatchBackfillOutput) String ¶ added in v0.3.0
func (s StartMatchBackfillOutput) String() string
String returns the string representation
type StartMatchBackfillRequest ¶ added in v0.3.0
type StartMatchBackfillRequest struct { *aws.Request Input *StartMatchBackfillInput Copy func(*StartMatchBackfillInput) StartMatchBackfillRequest }
StartMatchBackfillRequest is the request type for the StartMatchBackfill API operation.
func (StartMatchBackfillRequest) Send ¶ added in v0.3.0
func (r StartMatchBackfillRequest) Send(ctx context.Context) (*StartMatchBackfillResponse, error)
Send marshals and sends the StartMatchBackfill API request.
type StartMatchBackfillResponse ¶ added in v0.9.0
type StartMatchBackfillResponse struct { *StartMatchBackfillOutput // contains filtered or unexported fields }
StartMatchBackfillResponse is the response type for the StartMatchBackfill API operation.
func (*StartMatchBackfillResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *StartMatchBackfillResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the StartMatchBackfill request.
type StartMatchmakingInput ¶
type StartMatchmakingInput struct { // Name of the matchmaking configuration to use for this request. Matchmaking // configurations must exist in the same region as this request. // // ConfigurationName is a required field ConfigurationName *string `type:"string" required:"true"` // Information on each player to be matched. This information must include a // player ID, and may contain player attributes and latency data to be used // in the matchmaking process. After a successful match, Player objects contain // the name of the team the player is assigned to. // // Players is a required field Players []Player `type:"list" required:"true"` // Unique identifier for a matchmaking ticket. If no ticket ID is specified // here, Amazon GameLift will generate one in the form of a UUID. Use this identifier // to track the matchmaking ticket status and retrieve match results. TicketId *string `type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmakingInput
func (StartMatchmakingInput) String ¶
func (s StartMatchmakingInput) String() string
String returns the string representation
func (*StartMatchmakingInput) Validate ¶
func (s *StartMatchmakingInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartMatchmakingOutput ¶
type StartMatchmakingOutput struct { // Ticket representing the matchmaking request. This object include the information // included in the request, ticket status, and match results as generated during // the matchmaking process. MatchmakingTicket *MatchmakingTicket `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmakingOutput
func (StartMatchmakingOutput) String ¶
func (s StartMatchmakingOutput) String() string
String returns the string representation
type StartMatchmakingRequest ¶
type StartMatchmakingRequest struct { *aws.Request Input *StartMatchmakingInput Copy func(*StartMatchmakingInput) StartMatchmakingRequest }
StartMatchmakingRequest is the request type for the StartMatchmaking API operation.
func (StartMatchmakingRequest) Send ¶
func (r StartMatchmakingRequest) Send(ctx context.Context) (*StartMatchmakingResponse, error)
Send marshals and sends the StartMatchmaking API request.
type StartMatchmakingResponse ¶ added in v0.9.0
type StartMatchmakingResponse struct { *StartMatchmakingOutput // contains filtered or unexported fields }
StartMatchmakingResponse is the response type for the StartMatchmaking API operation.
func (*StartMatchmakingResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *StartMatchmakingResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the StartMatchmaking request.
type StopFleetActionsInput ¶ added in v0.4.0
type StopFleetActionsInput struct { // List of actions to suspend on the fleet. // // Actions is a required field Actions []FleetAction `min:"1" type:"list" required:"true"` // Unique identifier for a fleet // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActionsInput
func (StopFleetActionsInput) String ¶ added in v0.4.0
func (s StopFleetActionsInput) String() string
String returns the string representation
func (*StopFleetActionsInput) Validate ¶ added in v0.4.0
func (s *StopFleetActionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StopFleetActionsOutput ¶ added in v0.4.0
type StopFleetActionsOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActionsOutput
func (StopFleetActionsOutput) String ¶ added in v0.4.0
func (s StopFleetActionsOutput) String() string
String returns the string representation
type StopFleetActionsRequest ¶ added in v0.4.0
type StopFleetActionsRequest struct { *aws.Request Input *StopFleetActionsInput Copy func(*StopFleetActionsInput) StopFleetActionsRequest }
StopFleetActionsRequest is the request type for the StopFleetActions API operation.
func (StopFleetActionsRequest) Send ¶ added in v0.4.0
func (r StopFleetActionsRequest) Send(ctx context.Context) (*StopFleetActionsResponse, error)
Send marshals and sends the StopFleetActions API request.
type StopFleetActionsResponse ¶ added in v0.9.0
type StopFleetActionsResponse struct { *StopFleetActionsOutput // contains filtered or unexported fields }
StopFleetActionsResponse is the response type for the StopFleetActions API operation.
func (*StopFleetActionsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *StopFleetActionsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the StopFleetActions request.
type StopGameSessionPlacementInput ¶
type StopGameSessionPlacementInput struct { // Unique identifier for a game session placement to cancel. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementInput
func (StopGameSessionPlacementInput) String ¶
func (s StopGameSessionPlacementInput) String() string
String returns the string representation
func (*StopGameSessionPlacementInput) Validate ¶
func (s *StopGameSessionPlacementInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StopGameSessionPlacementOutput ¶
type StopGameSessionPlacementOutput struct { // Object that describes the canceled game session placement, with CANCELLED // status and an end time stamp. GameSessionPlacement *GameSessionPlacement `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementOutput
func (StopGameSessionPlacementOutput) String ¶
func (s StopGameSessionPlacementOutput) String() string
String returns the string representation
type StopGameSessionPlacementRequest ¶
type StopGameSessionPlacementRequest struct { *aws.Request Input *StopGameSessionPlacementInput Copy func(*StopGameSessionPlacementInput) StopGameSessionPlacementRequest }
StopGameSessionPlacementRequest is the request type for the StopGameSessionPlacement API operation.
func (StopGameSessionPlacementRequest) Send ¶
func (r StopGameSessionPlacementRequest) Send(ctx context.Context) (*StopGameSessionPlacementResponse, error)
Send marshals and sends the StopGameSessionPlacement API request.
type StopGameSessionPlacementResponse ¶ added in v0.9.0
type StopGameSessionPlacementResponse struct { *StopGameSessionPlacementOutput // contains filtered or unexported fields }
StopGameSessionPlacementResponse is the response type for the StopGameSessionPlacement API operation.
func (*StopGameSessionPlacementResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *StopGameSessionPlacementResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the StopGameSessionPlacement request.
type StopMatchmakingInput ¶
type StopMatchmakingInput struct { // Unique identifier for a matchmaking ticket. // // TicketId is a required field TicketId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmakingInput
func (StopMatchmakingInput) String ¶
func (s StopMatchmakingInput) String() string
String returns the string representation
func (*StopMatchmakingInput) Validate ¶
func (s *StopMatchmakingInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StopMatchmakingOutput ¶
type StopMatchmakingOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmakingOutput
func (StopMatchmakingOutput) String ¶
func (s StopMatchmakingOutput) String() string
String returns the string representation
type StopMatchmakingRequest ¶
type StopMatchmakingRequest struct { *aws.Request Input *StopMatchmakingInput Copy func(*StopMatchmakingInput) StopMatchmakingRequest }
StopMatchmakingRequest is the request type for the StopMatchmaking API operation.
func (StopMatchmakingRequest) Send ¶
func (r StopMatchmakingRequest) Send(ctx context.Context) (*StopMatchmakingResponse, error)
Send marshals and sends the StopMatchmaking API request.
type StopMatchmakingResponse ¶ added in v0.9.0
type StopMatchmakingResponse struct { *StopMatchmakingOutput // contains filtered or unexported fields }
StopMatchmakingResponse is the response type for the StopMatchmaking API operation.
func (*StopMatchmakingResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *StopMatchmakingResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the StopMatchmaking request.
type TargetConfiguration ¶ added in v0.4.0
type TargetConfiguration struct { // Desired value to use with a target-based scaling policy. The value must be // relevant for whatever metric the scaling policy is using. For example, in // a policy using the metric PercentAvailableGameSessions, the target value // should be the preferred size of the fleet's buffer (the percent of capacity // that should be idle and ready for new game sessions). // // TargetValue is a required field TargetValue *float64 `type:"double" required:"true"` // contains filtered or unexported fields }
Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies (auto-scaling) DeleteScalingPolicy (auto-scaling)
Manage fleet actions: StartFleetActions StopFleetActions
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TargetConfiguration
func (TargetConfiguration) String ¶ added in v0.4.0
func (s TargetConfiguration) String() string
String returns the string representation
func (*TargetConfiguration) Validate ¶ added in v0.4.0
func (s *TargetConfiguration) 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 is a required field AliasId *string `type:"string" required:"true"` // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Object that specifies the fleet and routing type to use for the alias. RoutingStrategy *RoutingStrategy `type:"structure"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasInput
func (UpdateAliasInput) String ¶
func (s UpdateAliasInput) String() string
String returns the string representation
func (*UpdateAliasInput) Validate ¶
func (s *UpdateAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateAliasOutput ¶
type UpdateAliasOutput struct { // Object that contains the updated alias configuration. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasOutput
func (UpdateAliasOutput) String ¶
func (s UpdateAliasOutput) String() string
String returns the string representation
type UpdateAliasRequest ¶
type UpdateAliasRequest struct { *aws.Request Input *UpdateAliasInput Copy func(*UpdateAliasInput) UpdateAliasRequest }
UpdateAliasRequest is the request type for the UpdateAlias API operation.
func (UpdateAliasRequest) Send ¶
func (r UpdateAliasRequest) Send(ctx context.Context) (*UpdateAliasResponse, error)
Send marshals and sends the UpdateAlias API request.
type UpdateAliasResponse ¶ added in v0.9.0
type UpdateAliasResponse struct { *UpdateAliasOutput // contains filtered or unexported fields }
UpdateAliasResponse is the response type for the UpdateAlias API operation.
func (*UpdateAliasResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *UpdateAliasResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the UpdateAlias request.
type UpdateBuildInput ¶
type UpdateBuildInput struct { // Unique identifier for a build to update. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Descriptive label that is associated with a build. Build names do not need // to be unique. Name *string `min:"1" type:"string"` // Version that is associated with a build or script. Version strings do not // need to be unique. Version *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildInput
func (UpdateBuildInput) String ¶
func (s UpdateBuildInput) String() string
String returns the string representation
func (*UpdateBuildInput) Validate ¶
func (s *UpdateBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateBuildOutput ¶
type UpdateBuildOutput struct { // Object that contains the updated build record. Build *Build `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildOutput
func (UpdateBuildOutput) String ¶
func (s UpdateBuildOutput) String() string
String returns the string representation
type UpdateBuildRequest ¶
type UpdateBuildRequest struct { *aws.Request Input *UpdateBuildInput Copy func(*UpdateBuildInput) UpdateBuildRequest }
UpdateBuildRequest is the request type for the UpdateBuild API operation.
func (UpdateBuildRequest) Send ¶
func (r UpdateBuildRequest) Send(ctx context.Context) (*UpdateBuildResponse, error)
Send marshals and sends the UpdateBuild API request.
type UpdateBuildResponse ¶ added in v0.9.0
type UpdateBuildResponse struct { *UpdateBuildOutput // contains filtered or unexported fields }
UpdateBuildResponse is the response type for the UpdateBuild API operation.
func (*UpdateBuildResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *UpdateBuildResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the UpdateBuild request.
type UpdateFleetAttributesInput ¶
type UpdateFleetAttributesInput struct { // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Unique identifier for a fleet to update attribute metadata for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Names of metric groups to include this fleet in. Amazon CloudWatch uses a // fleet metric group is to aggregate metrics from multiple fleets. Use an existing // metric group name to add this fleet to the group. Or use a new name to create // a new metric group. A fleet can only be included in one metric group at a // time. MetricGroups []string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` // Game session protection policy to apply to all new instances created in this // fleet. Instances that already exist are not affected. You can set protection // for individual instances using UpdateGameSession. // // * NoProtection -- The game session can be terminated during a scale-down // event. // // * FullProtection -- If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy ProtectionPolicy `type:"string" enum:"true"` // Policy that limits the number of game sessions an individual player can create // over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesInput
func (UpdateFleetAttributesInput) String ¶
func (s UpdateFleetAttributesInput) String() string
String returns the string representation
func (*UpdateFleetAttributesInput) Validate ¶
func (s *UpdateFleetAttributesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetAttributesOutput ¶
type UpdateFleetAttributesOutput struct { // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesOutput
func (UpdateFleetAttributesOutput) String ¶
func (s UpdateFleetAttributesOutput) String() string
String returns the string representation
type UpdateFleetAttributesRequest ¶
type UpdateFleetAttributesRequest struct { *aws.Request Input *UpdateFleetAttributesInput Copy func(*UpdateFleetAttributesInput) UpdateFleetAttributesRequest }
UpdateFleetAttributesRequest is the request type for the UpdateFleetAttributes API operation.
func (UpdateFleetAttributesRequest) Send ¶
func (r UpdateFleetAttributesRequest) Send(ctx context.Context) (*UpdateFleetAttributesResponse, error)
Send marshals and sends the UpdateFleetAttributes API request.
type UpdateFleetAttributesResponse ¶ added in v0.9.0
type UpdateFleetAttributesResponse struct { *UpdateFleetAttributesOutput // contains filtered or unexported fields }
UpdateFleetAttributesResponse is the response type for the UpdateFleetAttributes API operation.
func (*UpdateFleetAttributesResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *UpdateFleetAttributesResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the UpdateFleetAttributes request.
type UpdateFleetCapacityInput ¶
type UpdateFleetCapacityInput struct { // Number of EC2 instances you want this fleet to host. DesiredInstances *int64 `type:"integer"` // Unique identifier for a fleet to update capacity for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum value allowed for the fleet's instance count. Default if not set // is 1. MaxSize *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. Default if not set // is 0. MinSize *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityInput
func (UpdateFleetCapacityInput) String ¶
func (s UpdateFleetCapacityInput) String() string
String returns the string representation
func (*UpdateFleetCapacityInput) Validate ¶
func (s *UpdateFleetCapacityInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetCapacityOutput ¶
type UpdateFleetCapacityOutput struct { // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityOutput
func (UpdateFleetCapacityOutput) String ¶
func (s UpdateFleetCapacityOutput) String() string
String returns the string representation
type UpdateFleetCapacityRequest ¶
type UpdateFleetCapacityRequest struct { *aws.Request Input *UpdateFleetCapacityInput Copy func(*UpdateFleetCapacityInput) UpdateFleetCapacityRequest }
UpdateFleetCapacityRequest is the request type for the UpdateFleetCapacity API operation.
func (UpdateFleetCapacityRequest) Send ¶
func (r UpdateFleetCapacityRequest) Send(ctx context.Context) (*UpdateFleetCapacityResponse, error)
Send marshals and sends the UpdateFleetCapacity API request.
type UpdateFleetCapacityResponse ¶ added in v0.9.0
type UpdateFleetCapacityResponse struct { *UpdateFleetCapacityOutput // contains filtered or unexported fields }
UpdateFleetCapacityResponse is the response type for the UpdateFleetCapacity API operation.
func (*UpdateFleetCapacityResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *UpdateFleetCapacityResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the UpdateFleetCapacity request.
type UpdateFleetPortSettingsInput ¶
type UpdateFleetPortSettingsInput struct { // Unique identifier for a fleet to update port settings for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Collection of port settings to be added to the fleet record. InboundPermissionAuthorizations []IpPermission `type:"list"` // Collection of port settings to be removed from the fleet record. InboundPermissionRevocations []IpPermission `type:"list"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsInput
func (UpdateFleetPortSettingsInput) String ¶
func (s UpdateFleetPortSettingsInput) String() string
String returns the string representation
func (*UpdateFleetPortSettingsInput) Validate ¶
func (s *UpdateFleetPortSettingsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetPortSettingsOutput ¶
type UpdateFleetPortSettingsOutput struct { // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsOutput
func (UpdateFleetPortSettingsOutput) String ¶
func (s UpdateFleetPortSettingsOutput) String() string
String returns the string representation
type UpdateFleetPortSettingsRequest ¶
type UpdateFleetPortSettingsRequest struct { *aws.Request Input *UpdateFleetPortSettingsInput Copy func(*UpdateFleetPortSettingsInput) UpdateFleetPortSettingsRequest }
UpdateFleetPortSettingsRequest is the request type for the UpdateFleetPortSettings API operation.
func (UpdateFleetPortSettingsRequest) Send ¶
func (r UpdateFleetPortSettingsRequest) Send(ctx context.Context) (*UpdateFleetPortSettingsResponse, error)
Send marshals and sends the UpdateFleetPortSettings API request.
type UpdateFleetPortSettingsResponse ¶ added in v0.9.0
type UpdateFleetPortSettingsResponse struct { *UpdateFleetPortSettingsOutput // contains filtered or unexported fields }
UpdateFleetPortSettingsResponse is the response type for the UpdateFleetPortSettings API operation.
func (*UpdateFleetPortSettingsResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *UpdateFleetPortSettingsResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the UpdateFleetPortSettings request.
type UpdateGameSessionInput ¶
type UpdateGameSessionInput struct { // Unique identifier for the game session to update. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. Name *string `min:"1" type:"string"` // Policy determining whether or not the game session accepts new players. PlayerSessionCreationPolicy PlayerSessionCreationPolicy `type:"string" enum:"true"` // 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 ProtectionPolicy `type:"string" enum:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionInput
func (UpdateGameSessionInput) String ¶
func (s UpdateGameSessionInput) String() string
String returns the string representation
func (*UpdateGameSessionInput) Validate ¶
func (s *UpdateGameSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateGameSessionOutput ¶
type UpdateGameSessionOutput struct { // Object that contains the updated game session metadata. GameSession *GameSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionOutput
func (UpdateGameSessionOutput) String ¶
func (s UpdateGameSessionOutput) String() string
String returns the string representation
type UpdateGameSessionQueueInput ¶
type UpdateGameSessionQueueInput struct { // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. When updating this // list, provide a complete list of destinations. Destinations []GameSessionQueueDestination `type:"list"` // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. When updating policies, provide a complete // collection of policies. PlayerLatencyPolicies []PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueInput
func (UpdateGameSessionQueueInput) String ¶
func (s UpdateGameSessionQueueInput) String() string
String returns the string representation
func (*UpdateGameSessionQueueInput) Validate ¶
func (s *UpdateGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateGameSessionQueueOutput ¶
type UpdateGameSessionQueueOutput struct { // Object that describes the newly updated game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueOutput
func (UpdateGameSessionQueueOutput) String ¶
func (s UpdateGameSessionQueueOutput) String() string
String returns the string representation
type UpdateGameSessionQueueRequest ¶
type UpdateGameSessionQueueRequest struct { *aws.Request Input *UpdateGameSessionQueueInput Copy func(*UpdateGameSessionQueueInput) UpdateGameSessionQueueRequest }
UpdateGameSessionQueueRequest is the request type for the UpdateGameSessionQueue API operation.
func (UpdateGameSessionQueueRequest) Send ¶
func (r UpdateGameSessionQueueRequest) Send(ctx context.Context) (*UpdateGameSessionQueueResponse, error)
Send marshals and sends the UpdateGameSessionQueue API request.
type UpdateGameSessionQueueResponse ¶ added in v0.9.0
type UpdateGameSessionQueueResponse struct { *UpdateGameSessionQueueOutput // contains filtered or unexported fields }
UpdateGameSessionQueueResponse is the response type for the UpdateGameSessionQueue API operation.
func (*UpdateGameSessionQueueResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *UpdateGameSessionQueueResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the UpdateGameSessionQueue request.
type UpdateGameSessionRequest ¶
type UpdateGameSessionRequest struct { *aws.Request Input *UpdateGameSessionInput Copy func(*UpdateGameSessionInput) UpdateGameSessionRequest }
UpdateGameSessionRequest is the request type for the UpdateGameSession API operation.
func (UpdateGameSessionRequest) Send ¶
func (r UpdateGameSessionRequest) Send(ctx context.Context) (*UpdateGameSessionResponse, error)
Send marshals and sends the UpdateGameSession API request.
type UpdateGameSessionResponse ¶ added in v0.9.0
type UpdateGameSessionResponse struct { *UpdateGameSessionOutput // contains filtered or unexported fields }
UpdateGameSessionResponse is the response type for the UpdateGameSession API operation.
func (*UpdateGameSessionResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *UpdateGameSessionResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the UpdateGameSession request.
type UpdateMatchmakingConfigurationInput ¶
type UpdateMatchmakingConfigurationInput struct { // Flag that determines whether a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. AcceptanceRequired *bool `type:"boolean"` // Length of time (in seconds) to wait for players to accept a proposed match. // If any player rejects the match or fails to accept before the timeout, the // ticket continues to look for an acceptable match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // Number of player slots in a match to keep open for future players. For example, // if the configuration's rule set specifies a match for a single 12-person // team, and the additional player count is set to 2, only 10 players are selected // for the match. AdditionalPlayerCount *int64 `type:"integer"` // Method used to backfill game sessions created with this matchmaking configuration. // Specify MANUAL when your game manages backfill requests manually or does // not use the match backfill feature. Specify AUTOMATIC to have GameLift create // a StartMatchBackfill request whenever a game session has one or more open // slots. Learn more about manual and automatic backfill in Backfill Existing // Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html). BackfillMode BackfillMode `type:"string" enum:"true"` // Information to add to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` // Descriptive label that is associated with matchmaking configuration. Description *string `min:"1" type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameProperties []GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameSessionData *string `min:"1" type:"string"` // Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:<region>:<aws account>:gamesessionqueue/<queue name>. // These queues are used when placing game sessions for matches that are created // with this matchmaking configuration. Queues can be located in any region. GameSessionQueueArns []string `type:"list"` // Unique identifier for a matchmaking configuration to update. // // Name is a required field Name *string `type:"string" required:"true"` // SNS topic ARN that is set up to receive matchmaking notifications. See Setting // up Notifications for Matchmaking (https://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html) // for more information. NotificationTarget *string `type:"string"` // Maximum duration, in seconds, that a matchmaking ticket can remain in process // before timing out. Requests that fail due to timing out can be resubmitted // as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` // Unique identifier for a matchmaking rule set to use with this configuration. // A matchmaking configuration can only use rule sets that are defined in the // same region. RuleSetName *string `type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfigurationInput
func (UpdateMatchmakingConfigurationInput) String ¶
func (s UpdateMatchmakingConfigurationInput) String() string
String returns the string representation
func (*UpdateMatchmakingConfigurationInput) Validate ¶
func (s *UpdateMatchmakingConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateMatchmakingConfigurationOutput ¶
type UpdateMatchmakingConfigurationOutput struct { // Object that describes the updated matchmaking configuration. Configuration *MatchmakingConfiguration `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfigurationOutput
func (UpdateMatchmakingConfigurationOutput) String ¶
func (s UpdateMatchmakingConfigurationOutput) String() string
String returns the string representation
type UpdateMatchmakingConfigurationRequest ¶
type UpdateMatchmakingConfigurationRequest struct { *aws.Request Input *UpdateMatchmakingConfigurationInput Copy func(*UpdateMatchmakingConfigurationInput) UpdateMatchmakingConfigurationRequest }
UpdateMatchmakingConfigurationRequest is the request type for the UpdateMatchmakingConfiguration API operation.
func (UpdateMatchmakingConfigurationRequest) Send ¶
func (r UpdateMatchmakingConfigurationRequest) Send(ctx context.Context) (*UpdateMatchmakingConfigurationResponse, error)
Send marshals and sends the UpdateMatchmakingConfiguration API request.
type UpdateMatchmakingConfigurationResponse ¶ added in v0.9.0
type UpdateMatchmakingConfigurationResponse struct { *UpdateMatchmakingConfigurationOutput // contains filtered or unexported fields }
UpdateMatchmakingConfigurationResponse is the response type for the UpdateMatchmakingConfiguration API operation.
func (*UpdateMatchmakingConfigurationResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *UpdateMatchmakingConfigurationResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the UpdateMatchmakingConfiguration request.
type UpdateRuntimeConfigurationInput ¶
type UpdateRuntimeConfigurationInput struct { // Unique identifier for a fleet to update run-time configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Instructions for launching server processes on each instance in the fleet. // Server processes run either a custom game build executable or a Realtime // Servers script. The run-time configuration lists the types of server processes // to run on an instance and includes the following configuration settings: // the server executable or launch script file, launch parameters, and the number // of processes to run concurrently on each instance. A CreateFleet request // must include a run-time configuration with at least one server process configuration. // // RuntimeConfiguration is a required field RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationInput
func (UpdateRuntimeConfigurationInput) String ¶
func (s UpdateRuntimeConfigurationInput) String() string
String returns the string representation
func (*UpdateRuntimeConfigurationInput) Validate ¶
func (s *UpdateRuntimeConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateRuntimeConfigurationOutput ¶
type UpdateRuntimeConfigurationOutput struct { // The run-time 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationOutput
func (UpdateRuntimeConfigurationOutput) String ¶
func (s UpdateRuntimeConfigurationOutput) String() string
String returns the string representation
type UpdateRuntimeConfigurationRequest ¶
type UpdateRuntimeConfigurationRequest struct { *aws.Request Input *UpdateRuntimeConfigurationInput Copy func(*UpdateRuntimeConfigurationInput) UpdateRuntimeConfigurationRequest }
UpdateRuntimeConfigurationRequest is the request type for the UpdateRuntimeConfiguration API operation.
func (UpdateRuntimeConfigurationRequest) Send ¶
func (r UpdateRuntimeConfigurationRequest) Send(ctx context.Context) (*UpdateRuntimeConfigurationResponse, error)
Send marshals and sends the UpdateRuntimeConfiguration API request.
type UpdateRuntimeConfigurationResponse ¶ added in v0.9.0
type UpdateRuntimeConfigurationResponse struct { *UpdateRuntimeConfigurationOutput // contains filtered or unexported fields }
UpdateRuntimeConfigurationResponse is the response type for the UpdateRuntimeConfiguration API operation.
func (*UpdateRuntimeConfigurationResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *UpdateRuntimeConfigurationResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the UpdateRuntimeConfiguration request.
type UpdateScriptInput ¶ added in v0.8.0
type UpdateScriptInput struct { // Descriptive label that is associated with a script. Script names do not need // to be unique. Name *string `min:"1" type:"string"` // Unique identifier for a Realtime script to update. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` // Location of the Amazon S3 bucket where a zipped file containing your Realtime // scripts is stored. The storage location must specify the Amazon S3 bucket // name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift // to access the Amazon S3 storage location. The S3 bucket must be in the same // region where you want to create a new script. By default, Amazon GameLift // uploads the latest version of the zip file; if you have S3 object versioning // turned on, you can use the ObjectVersion parameter to specify an earlier // version. StorageLocation *S3Location `type:"structure"` // Version that is associated with a build or script. Version strings do not // need to be unique. Version *string `min:"1" type:"string"` // Data object containing your Realtime scripts and dependencies as a zip file. // The zip file can have one or multiple files. Maximum size of a zip file is // 5 MB. // // When using the AWS CLI tool to create a script, this parameter is set to // the zip file name. It must be prepended with the string "fileb://" to indicate // that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip. // // ZipFile is automatically base64 encoded/decoded by the SDK. ZipFile []byte `type:"blob"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScriptInput
func (UpdateScriptInput) String ¶ added in v0.8.0
func (s UpdateScriptInput) String() string
String returns the string representation
func (*UpdateScriptInput) Validate ¶ added in v0.8.0
func (s *UpdateScriptInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateScriptOutput ¶ added in v0.8.0
type UpdateScriptOutput struct { // The newly created script record with a unique script ID. The new script's // storage location reflects an Amazon S3 location: (1) If the script was uploaded // from an S3 bucket under your account, the storage location reflects the information // that was provided in the CreateScript request; (2) If the script file was // uploaded from a local zip file, the storage location reflects an S3 location // controls by the Amazon GameLift service. Script *Script `type:"structure"` // contains filtered or unexported fields }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScriptOutput
func (UpdateScriptOutput) String ¶ added in v0.8.0
func (s UpdateScriptOutput) String() string
String returns the string representation
type UpdateScriptRequest ¶ added in v0.8.0
type UpdateScriptRequest struct { *aws.Request Input *UpdateScriptInput Copy func(*UpdateScriptInput) UpdateScriptRequest }
UpdateScriptRequest is the request type for the UpdateScript API operation.
func (UpdateScriptRequest) Send ¶ added in v0.8.0
func (r UpdateScriptRequest) Send(ctx context.Context) (*UpdateScriptResponse, error)
Send marshals and sends the UpdateScript API request.
type UpdateScriptResponse ¶ added in v0.9.0
type UpdateScriptResponse struct { *UpdateScriptOutput // contains filtered or unexported fields }
UpdateScriptResponse is the response type for the UpdateScript API operation.
func (*UpdateScriptResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *UpdateScriptResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the UpdateScript request.
type ValidateMatchmakingRuleSetInput ¶
type ValidateMatchmakingRuleSetInput struct { // Collection of matchmaking rules to validate, formatted as a JSON string. // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSetInput
func (ValidateMatchmakingRuleSetInput) String ¶
func (s ValidateMatchmakingRuleSetInput) String() string
String returns the string representation
func (*ValidateMatchmakingRuleSetInput) Validate ¶
func (s *ValidateMatchmakingRuleSetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ValidateMatchmakingRuleSetOutput ¶
type ValidateMatchmakingRuleSetOutput struct { // Response indicating whether the rule set is valid. Valid *bool `type:"boolean"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSetOutput
func (ValidateMatchmakingRuleSetOutput) String ¶
func (s ValidateMatchmakingRuleSetOutput) String() string
String returns the string representation
type ValidateMatchmakingRuleSetRequest ¶
type ValidateMatchmakingRuleSetRequest struct { *aws.Request Input *ValidateMatchmakingRuleSetInput Copy func(*ValidateMatchmakingRuleSetInput) ValidateMatchmakingRuleSetRequest }
ValidateMatchmakingRuleSetRequest is the request type for the ValidateMatchmakingRuleSet API operation.
func (ValidateMatchmakingRuleSetRequest) Send ¶
func (r ValidateMatchmakingRuleSetRequest) Send(ctx context.Context) (*ValidateMatchmakingRuleSetResponse, error)
Send marshals and sends the ValidateMatchmakingRuleSet API request.
type ValidateMatchmakingRuleSetResponse ¶ added in v0.9.0
type ValidateMatchmakingRuleSetResponse struct { *ValidateMatchmakingRuleSetOutput // contains filtered or unexported fields }
ValidateMatchmakingRuleSetResponse is the response type for the ValidateMatchmakingRuleSet API operation.
func (*ValidateMatchmakingRuleSetResponse) SDKResponseMetdata ¶ added in v0.9.0
func (r *ValidateMatchmakingRuleSetResponse) SDKResponseMetdata() *aws.Response
SDKResponseMetdata returns the response metadata for the ValidateMatchmakingRuleSet request.
type VpcPeeringAuthorization ¶
type VpcPeeringAuthorization struct { // Time stamp indicating when this authorization was issued. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Time stamp indicating when this authorization expires (24 hours after issuance). // Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). ExpirationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. GameLiftAwsAccountId *string `min:"1" type:"string"` PeerVpcAwsAccountId *string `min:"1" type:"string"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringAuthorization
func (VpcPeeringAuthorization) String ¶
func (s VpcPeeringAuthorization) String() string
String returns the string representation
type VpcPeeringConnection ¶
type VpcPeeringConnection struct { // Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift // VPC for your fleet. FleetId *string `type:"string"` // Unique identifier for the VPC that contains the Amazon GameLift fleet for // this connection. This VPC is managed by Amazon GameLift and does not appear // in your AWS account. GameLiftVpcId *string `min:"1" type:"string"` // CIDR block of IPv4 addresses assigned to the VPC peering connection for the // GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with // it; these blocks cannot overlap or the peering connection cannot be created. IpV4CidrBlock *string `min:"1" type:"string"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) // in the AWS Management Console. Learn more about VPC peering in VPC Peering // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` // Object that contains status information about the connection. Status indicates // if a connection is pending, successful, or failed. Status *VpcPeeringConnectionStatus `type:"structure"` // Unique identifier that is automatically assigned to the connection record. // This ID is referenced in VPC peering connection events, and is used when // deleting a connection with DeleteVpcPeeringConnection. VpcPeeringConnectionId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringConnection
func (VpcPeeringConnection) String ¶
func (s VpcPeeringConnection) String() string
String returns the string representation
type VpcPeeringConnectionStatus ¶
type VpcPeeringConnectionStatus struct { // Code indicating the status of a VPC peering connection. Code *string `min:"1" type:"string"` // Additional messaging associated with the connection status. Message *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason (https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html)). Connection status information is also communicated as a fleet Event. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringConnectionStatus
func (VpcPeeringConnectionStatus) String ¶
func (s VpcPeeringConnectionStatus) String() string
String returns the string representation
Source Files ¶
- api_client.go
- api_doc.go
- api_enums.go
- api_errors.go
- api_op_AcceptMatch.go
- api_op_CreateAlias.go
- api_op_CreateBuild.go
- api_op_CreateFleet.go
- api_op_CreateGameSession.go
- api_op_CreateGameSessionQueue.go
- api_op_CreateMatchmakingConfiguration.go
- api_op_CreateMatchmakingRuleSet.go
- api_op_CreatePlayerSession.go
- api_op_CreatePlayerSessions.go
- api_op_CreateScript.go
- api_op_CreateVpcPeeringAuthorization.go
- api_op_CreateVpcPeeringConnection.go
- api_op_DeleteAlias.go
- api_op_DeleteBuild.go
- api_op_DeleteFleet.go
- api_op_DeleteGameSessionQueue.go
- api_op_DeleteMatchmakingConfiguration.go
- api_op_DeleteMatchmakingRuleSet.go
- api_op_DeleteScalingPolicy.go
- api_op_DeleteScript.go
- api_op_DeleteVpcPeeringAuthorization.go
- api_op_DeleteVpcPeeringConnection.go
- api_op_DescribeAlias.go
- api_op_DescribeBuild.go
- api_op_DescribeEC2InstanceLimits.go
- api_op_DescribeFleetAttributes.go
- api_op_DescribeFleetCapacity.go
- api_op_DescribeFleetEvents.go
- api_op_DescribeFleetPortSettings.go
- api_op_DescribeFleetUtilization.go
- api_op_DescribeGameSessionDetails.go
- api_op_DescribeGameSessionPlacement.go
- api_op_DescribeGameSessionQueues.go
- api_op_DescribeGameSessions.go
- api_op_DescribeInstances.go
- api_op_DescribeMatchmaking.go
- api_op_DescribeMatchmakingConfigurations.go
- api_op_DescribeMatchmakingRuleSets.go
- api_op_DescribePlayerSessions.go
- api_op_DescribeRuntimeConfiguration.go
- api_op_DescribeScalingPolicies.go
- api_op_DescribeScript.go
- api_op_DescribeVpcPeeringAuthorizations.go
- api_op_DescribeVpcPeeringConnections.go
- api_op_GetGameSessionLogUrl.go
- api_op_GetInstanceAccess.go
- api_op_ListAliases.go
- api_op_ListBuilds.go
- api_op_ListFleets.go
- api_op_ListScripts.go
- api_op_PutScalingPolicy.go
- api_op_RequestUploadCredentials.go
- api_op_ResolveAlias.go
- api_op_SearchGameSessions.go
- api_op_StartFleetActions.go
- api_op_StartGameSessionPlacement.go
- api_op_StartMatchBackfill.go
- api_op_StartMatchmaking.go
- api_op_StopFleetActions.go
- api_op_StopGameSessionPlacement.go
- api_op_StopMatchmaking.go
- api_op_UpdateAlias.go
- api_op_UpdateBuild.go
- api_op_UpdateFleetAttributes.go
- api_op_UpdateFleetCapacity.go
- api_op_UpdateFleetPortSettings.go
- api_op_UpdateGameSession.go
- api_op_UpdateGameSessionQueue.go
- api_op_UpdateMatchmakingConfiguration.go
- api_op_UpdateRuntimeConfiguration.go
- api_op_UpdateScript.go
- api_op_ValidateMatchmakingRuleSet.go
- api_types.go
Directories ¶
Path | Synopsis |
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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. |