gamelift

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Published: Jan 29, 2021 License: Apache-2.0 Imports: 28 Imported by: 25

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Overview

Package gamelift provides the API client, operations, and parameter types for Amazon GameLift.

Amazon GameLift Service GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on AWS global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand. About GameLift solutions Get more information on these GameLift solutions in the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/).

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

* Managed GameLift with Realtime Servers – With GameLift Realtime Servers, you can quickly configure and set up game servers for your game. Realtime Servers provides a game server framework with core Amazon GameLift infrastructure already built in.

* GameLift FleetIQ – Use GameLift FleetIQ as a standalone feature while managing your own EC2 instances and Auto Scaling groups for game hosting. GameLift FleetIQ provides optimizations that make low-cost Spot Instances viable for game hosting.

About this API Reference This reference guide describes the low-level service API for Amazon GameLift. You can find links to language-specific SDK guides and the AWS CLI reference with each operation and data type topic. Useful links:

* GameLift API operations listed by tasks (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html)

* GameLift tools and resources (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-components.html)

Index

Constants

View Source
const ServiceAPIVersion = "2015-10-01"
View Source
const ServiceID = "GameLift"

Variables

This section is empty.

Functions

func NewDefaultEndpointResolver

func NewDefaultEndpointResolver() *internalendpoints.Resolver

NewDefaultEndpointResolver constructs a new service endpoint resolver

func WithAPIOptions added in v1.0.0

func WithAPIOptions(optFns ...func(*middleware.Stack) error) func(*Options)

WithAPIOptions returns a functional option for setting the Client's APIOptions option.

func WithEndpointResolver

func WithEndpointResolver(v EndpointResolver) func(*Options)

WithEndpointResolver returns a functional option for setting the Client's EndpointResolver option.

Types

type AcceptMatchInput

type AcceptMatchInput struct {

	// Player response to the proposed match.
	//
	// This member is required.
	AcceptanceType types.AcceptanceType

	// A unique identifier for a player delivering the response. This parameter can
	// include one or multiple player IDs.
	//
	// This member is required.
	PlayerIds []string

	// A unique identifier for a matchmaking ticket. The ticket must be in status
	// REQUIRES_ACCEPTANCE; otherwise this request will fail.
	//
	// This member is required.
	TicketId *string
}

Represents the input for a request operation.

type AcceptMatchOutput

type AcceptMatchOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type ClaimGameServerInput

type ClaimGameServerInput struct {

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

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

	// A custom string that uniquely identifies the game server to claim. If this
	// parameter is left empty, GameLift FleetIQ searches for an available game server
	// in the specified game server group.
	GameServerId *string
}

type ClaimGameServerOutput

type ClaimGameServerOutput struct {

	// Object that describes the newly claimed game server.
	GameServer *types.GameServer

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type Client

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

Client provides the API client to make operations call for Amazon GameLift.

func New

func New(options Options, optFns ...func(*Options)) *Client

New returns an initialized Client based on the functional options. Provide additional functional options to further configure the behavior of the client, such as changing the client's endpoint or adding custom middleware behavior.

func NewFromConfig

func NewFromConfig(cfg aws.Config, optFns ...func(*Options)) *Client

NewFromConfig returns a new client from the provided config.

func (*Client) AcceptMatch

func (c *Client) AcceptMatch(ctx context.Context, params *AcceptMatchInput, optFns ...func(*Options)) (*AcceptMatchOutput, error)

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit. When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match. If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed. Learn more Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) FlexMatch Events Reference (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html) Related operations

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

* StartMatchBackfill

func (*Client) ClaimGameServer

func (c *Client) ClaimGameServer(ctx context.Context, params *ClaimGameServerInput, optFns ...func(*Options)) (*ClaimGameServerOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server. To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED (using UpdateGameServer) once players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases:

* If the game server utilization status is UTILIZED.

* If the game server claim status is CLAIMED.

When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

func (*Client) CreateAlias

func (c *Client) CreateAlias(ctx context.Context, params *CreateAliasInput, optFns ...func(*Options)) (*CreateAliasOutput, error)

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

func (*Client) CreateBuild

func (c *Client) CreateBuild(ctx context.Context, params *CreateBuildInput, optFns ...func(*Options)) (*CreateBuildOutput, error)

Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift. When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource. The CreateBuild operation can used in the following scenarios:

* To create a new game build with build files that are in an S3 location under an AWS account that you control. To use this option, you must first give Amazon GameLift access to the S3 bucket. With permissions in place, call CreateBuild and specify a build name, operating system, and the S3 storage location of your game build.

* To directly upload your build files to a GameLift S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This operation creates a new build resource and also returns an S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified S3 location. For more information, see Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html) in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift S3 location once only; that can't be updated.

If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it. Learn more Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

func (*Client) CreateFleet

func (c *Client) CreateFleet(ctx context.Context, params *CreateFleetInput, optFns ...func(*Options)) (*CreateFleetOutput, error)

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, 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 runtime configuration, which determines how game servers will run on each instance in the fleet. 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 resource. 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 process 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 Setting Up Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) CreateGameServerGroup

func (c *Client) CreateGameServerGroup(ctx context.Context, params *CreateGameServerGroupInput, optFns ...func(*Options)) (*CreateGameServerGroupOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch. Before creating a new game server group, you must have the following:

* An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For more information, see Launching an Instance from a Launch Template (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html) in the Amazon EC2 User Guide.

* An IAM role that extends limited access to your AWS account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-iam-permissions-roles.html) in the GameLift FleetIQ Developer Guide.

To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric. Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

* DescribeGameServerInstances

func (*Client) CreateGameSession

func (c *Client) CreateGameSession(ctx context.Context, params *CreateGameSessionInput, optFns ...func(*Options)) (*CreateGameSessionOutput, error)

Creates a multiplayer game session for players. This operation 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

func (*Client) CreateGameSessionQueue

func (c *Client) CreateGameSessionQueue(ctx context.Context, params *CreateGameSessionQueueInput, optFns ...func(*Options)) (*CreateGameSessionQueueOutput, error)

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. Learn more Design a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html) Create a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html) Related operations

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

func (*Client) CreateMatchmakingConfiguration

func (c *Client) CreateMatchmakingConfiguration(ctx context.Context, params *CreateMatchmakingConfigurationInput, optFns ...func(*Options)) (*CreateMatchmakingConfigurationOutput, error)

Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration. To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service (SNS) to receive matchmaking notifications, and provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage. Learn more FlexMatch Developer Guide (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

func (*Client) CreateMatchmakingRuleSet

func (c *Client) CreateMatchmakingRuleSet(ctx context.Context, params *CreateMatchmakingRuleSetInput, optFns ...func(*Options)) (*CreateMatchmakingRuleSetOutput, error)

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration. To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with. Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set. Learn more

* Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html)

* Design a Matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html)

* Matchmaking with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-intro.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

func (*Client) CreatePlayerSession

func (c *Client) CreatePlayerSession(ctx context.Context, params *CreatePlayerSessionInput, optFns ...func(*Options)) (*CreatePlayerSessionOutput, error)

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

func (*Client) CreatePlayerSessions

func (c *Client) CreatePlayerSessions(ctx context.Context, params *CreatePlayerSessionsInput, optFns ...func(*Options)) (*CreatePlayerSessionsOutput, error)

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

func (*Client) CreateScript

func (c *Client) CreateScript(ctx context.Context, params *CreateScriptInput, optFns ...func(*Options)) (*CreateScriptOutput, error)

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

func (*Client) CreateVpcPeeringAuthorization

func (c *Client) CreateVpcPeeringAuthorization(ctx context.Context, params *CreateVpcPeeringAuthorizationInput, optFns ...func(*Options)) (*CreateVpcPeeringAuthorizationOutput, error)

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

func (*Client) CreateVpcPeeringConnection

func (c *Client) CreateVpcPeeringConnection(ctx context.Context, params *CreateVpcPeeringConnectionInput, optFns ...func(*Options)) (*CreateVpcPeeringConnectionOutput, error)

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

func (*Client) DeleteAlias

func (c *Client) DeleteAlias(ctx context.Context, params *DeleteAliasInput, optFns ...func(*Options)) (*DeleteAliasOutput, error)

Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

func (*Client) DeleteBuild

func (c *Client) DeleteBuild(ctx context.Context, params *DeleteBuildInput, optFns ...func(*Options)) (*DeleteBuildOutput, error)

Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. To delete a build, specify the build ID. Learn more Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

func (*Client) DeleteFleet

func (c *Client) DeleteFleet(ctx context.Context, params *DeleteFleetInput, optFns ...func(*Options)) (*DeleteFleetOutput, error)

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 operation removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the resource in that fleet. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) DeleteGameServerGroup

func (c *Client) DeleteGameServerGroup(ctx context.Context, params *DeleteGameServerGroupInput, optFns ...func(*Options)) (*DeleteGameServerGroupOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:

* The game server group

* The corresponding Auto Scaling group

* All game servers that are currently running in the group

To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status. GameLift FleetIQ emits delete events to Amazon CloudWatch. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

* DescribeGameServerInstances

func (*Client) DeleteGameSessionQueue

func (c *Client) DeleteGameSessionQueue(ctx context.Context, params *DeleteGameSessionQueueInput, optFns ...func(*Options)) (*DeleteGameSessionQueueOutput, error)

Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name. Learn more Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) Related operations

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

func (*Client) DeleteMatchmakingConfiguration

func (c *Client) DeleteMatchmakingConfiguration(ctx context.Context, params *DeleteMatchmakingConfigurationInput, optFns ...func(*Options)) (*DeleteMatchmakingConfigurationOutput, error)

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

func (*Client) DeleteMatchmakingRuleSet

func (c *Client) DeleteMatchmakingRuleSet(ctx context.Context, params *DeleteMatchmakingRuleSetInput, optFns ...func(*Options)) (*DeleteMatchmakingRuleSetOutput, error)

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

* Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

func (*Client) DeleteScalingPolicy

func (c *Client) DeleteScalingPolicy(ctx context.Context, params *DeleteScalingPolicyInput, optFns ...func(*Options)) (*DeleteScalingPolicyOutput, error)

Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.

* DescribeFleetCapacity

* UpdateFleetCapacity

* DescribeEC2InstanceLimits

* Manage scaling policies:

* PutScalingPolicy (auto-scaling)

* DescribeScalingPolicies (auto-scaling)

* DeleteScalingPolicy (auto-scaling)

* Manage fleet actions:

* StartFleetActions

* StopFleetActions

func (*Client) DeleteScript

func (c *Client) DeleteScript(ctx context.Context, params *DeleteScriptInput, optFns ...func(*Options)) (*DeleteScriptOutput, error)

Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted). To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions. Learn more Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) Related operations

* CreateScript

* ListScripts

* DescribeScript

* UpdateScript

* DeleteScript

func (*Client) DeleteVpcPeeringAuthorization

func (c *Client) DeleteVpcPeeringAuthorization(ctx context.Context, params *DeleteVpcPeeringAuthorizationInput, optFns ...func(*Options)) (*DeleteVpcPeeringAuthorizationOutput, error)

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

func (*Client) DeleteVpcPeeringConnection

func (c *Client) DeleteVpcPeeringConnection(ctx context.Context, params *DeleteVpcPeeringConnectionInput, optFns ...func(*Options)) (*DeleteVpcPeeringConnectionOutput, error)

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

func (*Client) DeregisterGameServer

func (c *Client) DeregisterGameServer(ctx context.Context, params *DeregisterGameServerInput, optFns ...func(*Options)) (*DeregisterGameServerOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers. To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

func (*Client) DescribeAlias

func (c *Client) DescribeAlias(ctx context.Context, params *DescribeAliasInput, optFns ...func(*Options)) (*DescribeAliasOutput, error)

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

func (*Client) DescribeBuild

func (c *Client) DescribeBuild(ctx context.Context, params *DescribeBuildInput, optFns ...func(*Options)) (*DescribeBuildOutput, error)

Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned. Learn more Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

func (*Client) DescribeEC2InstanceLimits

func (c *Client) DescribeEC2InstanceLimits(ctx context.Context, params *DescribeEC2InstanceLimitsInput, optFns ...func(*Options)) (*DescribeEC2InstanceLimitsOutput, error)

Retrieves the following information for the specified EC2 instance type:

* Maximum number of instances allowed per AWS account (service limit).

* Current usage for the AWS account.

To learn more about the capabilities of each instance type, see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/). Note that the instance types offered may vary depending on the region. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) DescribeFleetAttributes

func (c *Client) DescribeFleetAttributes(ctx context.Context, params *DescribeFleetAttributesInput, optFns ...func(*Options)) (*DescribeFleetAttributesOutput, error)

Retrieves core properties, including configuration, status, and metadata, for a fleet. To get attributes for one or more fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a fleet identifier. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found. Some API operations 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 number. Learn more Setting up GameLift 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

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) DescribeFleetCapacity

func (c *Client) DescribeFleetCapacity(ctx context.Context, params *DescribeFleetCapacityInput, optFns ...func(*Options)) (*DescribeFleetCapacityOutput, error)

Retrieves the current capacity statistics for one or more fleets. These statistics present a snapshot of the fleet's instances and provide insight on current or imminent scaling activity. To get statistics on game hosting activity in the fleet, see DescribeFleetUtilization. You can request capacity for all fleets or specify a list of one or more fleet identifiers. 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 a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist. Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets:

* DescribeFleetAttributes

* DescribeFleetCapacity

* DescribeFleetPortSettings

* DescribeFleetUtilization

* DescribeRuntimeConfiguration

* DescribeEC2InstanceLimits

* DescribeFleetEvents

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) DescribeFleetEvents

func (c *Client) DescribeFleetEvents(ctx context.Context, params *DescribeFleetEventsInput, optFns ...func(*Options)) (*DescribeFleetEventsOutput, error)

Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned. Learn more Setting up GameLift 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

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) DescribeFleetPortSettings

func (c *Client) DescribeFleetPortSettings(ctx context.Context, params *DescribeFleetPortSettingsInput, optFns ...func(*Options)) (*DescribeFleetPortSettingsOutput, error)

Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet use connections that fall in this range. To get a fleet's inbound connection permissions, specify the fleet's unique identifier. 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 Setting up GameLift 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

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) DescribeFleetUtilization

func (c *Client) DescribeFleetUtilization(ctx context.Context, params *DescribeFleetUtilizationInput, optFns ...func(*Options)) (*DescribeFleetUtilizationOutput, error)

Retrieves utilization statistics for one or more fleets. These statistics provide insight into how available hosting resources are currently being used. To get statistics on available hosting resources, see DescribeFleetCapacity. 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, unless the fleet identifier is not found. Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets:

* DescribeFleetAttributes

* DescribeFleetCapacity

* DescribeFleetPortSettings

* DescribeFleetUtilization

* DescribeRuntimeConfiguration

* DescribeEC2InstanceLimits

* DescribeFleetEvents

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) DescribeGameServer

func (c *Client) DescribeGameServer(ctx context.Context, params *DescribeGameServerInput, optFns ...func(*Options)) (*DescribeGameServerOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on. To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

func (*Client) DescribeGameServerGroup

func (c *Client) DescribeGameServerGroup(ctx context.Context, params *DescribeGameServerGroupInput, optFns ...func(*Options)) (*DescribeGameServerGroupOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly. To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

* DescribeGameServerInstances

func (*Client) DescribeGameServerInstances added in v0.29.0

func (c *Client) DescribeGameServerInstances(ctx context.Context, params *DescribeGameServerInstancesInput, optFns ...func(*Options)) (*DescribeGameServerInstancesOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties. To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned. This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

* DescribeGameServerInstances

func (*Client) DescribeGameSessionDetails

func (c *Client) DescribeGameSessionDetails(ctx context.Context, params *DescribeGameSessionDetailsInput, optFns ...func(*Options)) (*DescribeGameSessionDetailsOutput, error)

Retrieves properties, including the protection policy in force, for one or more game sessions. This operation 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

func (*Client) DescribeGameSessionPlacement

func (c *Client) DescribeGameSessionPlacement(ctx context.Context, params *DescribeGameSessionPlacementInput, optFns ...func(*Options)) (*DescribeGameSessionPlacementOutput, error)

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

func (*Client) DescribeGameSessionQueues

func (c *Client) DescribeGameSessionQueues(ctx context.Context, params *DescribeGameSessionQueuesInput, optFns ...func(*Options)) (*DescribeGameSessionQueuesOutput, error)

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region. Learn more View Your Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html) Related operations

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

func (*Client) DescribeGameSessions

func (c *Client) DescribeGameSessions(ctx context.Context, params *DescribeGameSessionsInput, optFns ...func(*Options)) (*DescribeGameSessionsOutput, error)

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

func (*Client) DescribeInstances

func (c *Client) DescribeInstances(ctx context.Context, params *DescribeInstancesInput, optFns ...func(*Options)) (*DescribeInstancesOutput, error)

Retrieves information about a fleet's instances, including instance IDs. Use this operation 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. Learn more Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html)Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) Related operations

* DescribeInstances

* GetInstanceAccess

func (*Client) DescribeMatchmaking

func (c *Client) DescribeMatchmaking(ctx context.Context, params *DescribeMatchmakingInput, optFns ...func(*Options)) (*DescribeMatchmakingOutput, error)

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session. To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage. Learn more Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) Related operations

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

* StartMatchBackfill

func (*Client) DescribeMatchmakingConfigurations

func (c *Client) DescribeMatchmakingConfigurations(ctx context.Context, params *DescribeMatchmakingConfigurationsInput, optFns ...func(*Options)) (*DescribeMatchmakingConfigurationsOutput, error)

Retrieves the details of FlexMatch matchmaking configurations. This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned. Learn more Setting Up FlexMatch Matchmakers (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html) Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

func (*Client) DescribeMatchmakingRuleSets

func (c *Client) DescribeMatchmakingRuleSets(ctx context.Context, params *DescribeMatchmakingRuleSetsInput, optFns ...func(*Options)) (*DescribeMatchmakingRuleSetsOutput, error)

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

* Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

func (*Client) DescribePlayerSessions

func (c *Client) DescribePlayerSessions(ctx context.Context, params *DescribePlayerSessionsInput, optFns ...func(*Options)) (*DescribePlayerSessionsOutput, error)

Retrieves properties for one or more player sessions. This operation 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

func (*Client) DescribeRuntimeConfiguration

func (c *Client) DescribeRuntimeConfiguration(ctx context.Context, params *DescribeRuntimeConfigurationInput, optFns ...func(*Options)) (*DescribeRuntimeConfigurationOutput, error)

Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server processes to run (and how) on each instance in the fleet. To get a runtime configuration, specify the fleet's unique identifier. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html)Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* Describe fleets:

* DescribeFleetAttributes

* DescribeFleetCapacity

* DescribeFleetPortSettings

* DescribeFleetUtilization

* DescribeRuntimeConfiguration

* DescribeEC2InstanceLimits

* DescribeFleetEvents

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) DescribeScalingPolicies

func (c *Client) DescribeScalingPolicies(ctx context.Context, params *DescribeScalingPoliciesInput, optFns ...func(*Options)) (*DescribeScalingPoliciesOutput, error)

Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.

* DescribeFleetCapacity

* UpdateFleetCapacity

* DescribeEC2InstanceLimits

* Manage scaling policies:

* PutScalingPolicy (auto-scaling)

* DescribeScalingPolicies (auto-scaling)

* DeleteScalingPolicy (auto-scaling)

* Manage fleet actions:

* StartFleetActions

* StopFleetActions

func (*Client) DescribeScript

func (c *Client) DescribeScript(ctx context.Context, params *DescribeScriptInput, optFns ...func(*Options)) (*DescribeScriptOutput, error)

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

func (*Client) DescribeVpcPeeringAuthorizations

func (c *Client) DescribeVpcPeeringAuthorizations(ctx context.Context, params *DescribeVpcPeeringAuthorizationsInput, optFns ...func(*Options)) (*DescribeVpcPeeringAuthorizationsOutput, error)

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

func (*Client) DescribeVpcPeeringConnections

func (c *Client) DescribeVpcPeeringConnections(ctx context.Context, params *DescribeVpcPeeringConnectionsInput, optFns ...func(*Options)) (*DescribeVpcPeeringConnectionsOutput, error)

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

func (*Client) GetGameSessionLogUrl

func (c *Client) GetGameSessionLogUrl(ctx context.Context, params *GetGameSessionLogUrlInput, optFns ...func(*Options)) (*GetGameSessionLogUrlOutput, error)

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 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

func (*Client) GetInstanceAccess

func (c *Client) GetInstanceAccess(ctx context.Context, params *GetInstanceAccessInput, optFns ...func(*Options)) (*GetInstanceAccessOutput, error)

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time. To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, 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, as shown in one of the examples for this operation. To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials. Learn more Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html)Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) Related operations

* DescribeInstances

* GetInstanceAccess

func (*Client) ListAliases

func (c *Client) ListAliases(ctx context.Context, params *ListAliasesInput, optFns ...func(*Options)) (*ListAliasesOutput, error)

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

func (*Client) ListBuilds

func (c *Client) ListBuilds(ctx context.Context, params *ListBuildsInput, optFns ...func(*Options)) (*ListBuildsOutput, error)

Retrieves build resources for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages. Build resources are not listed in any particular order. Learn more Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

func (*Client) ListFleets

func (c *Client) ListFleets(ctx context.Context, params *ListFleetsInput, optFns ...func(*Options)) (*ListFleetsOutput, error)

Retrieves a collection of fleet resources 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 resources are not listed in a particular order. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) ListGameServerGroups

func (c *Client) ListGameServerGroups(ctx context.Context, params *ListGameServerGroupsInput, optFns ...func(*Options)) (*ListGameServerGroupsOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

* DescribeGameServerInstances

func (*Client) ListGameServers

func (c *Client) ListGameServers(ctx context.Context, params *ListGameServersInput, optFns ...func(*Options)) (*ListGameServersOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

func (*Client) ListScripts

func (c *Client) ListScripts(ctx context.Context, params *ListScriptsInput, optFns ...func(*Options)) (*ListScriptsOutput, error)

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

func (*Client) ListTagsForResource

func (c *Client) ListTagsForResource(ctx context.Context, params *ListTagsForResourceInput, optFns ...func(*Options)) (*ListTagsForResourceOutput, error)

Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

* Build

* Script

* Fleet

* Alias

* GameSessionQueue

* MatchmakingConfiguration

* MatchmakingRuleSet

To list tags for a resource, specify the unique ARN value for the resource. Learn more Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) Related operations

* TagResource

* UntagResource

* ListTagsForResource

func (*Client) PutScalingPolicy

func (c *Client) PutScalingPolicy(ctx context.Context, params *PutScalingPolicyInput, optFns ...func(*Options)) (*PutScalingPolicyOutput, error)

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

func (*Client) RegisterGameServer

func (c *Client) RegisterGameServer(ctx context.Context, params *RegisterGameServerInput, optFns ...func(*Options)) (*RegisterGameServerOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session. To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response. Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

func (*Client) RequestUploadCredentials

func (c *Client) RequestUploadCredentials(ctx context.Context, params *RequestUploadCredentialsInput, optFns ...func(*Options)) (*RequestUploadCredentialsOutput, error)

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild. To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID. Learn more Create a Build with Files in S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

func (*Client) ResolveAlias

func (c *Client) ResolveAlias(ctx context.Context, params *ResolveAliasInput, optFns ...func(*Options)) (*ResolveAliasOutput, error)

Retrieves the fleet ID that an alias is currently pointing to.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

func (*Client) ResumeGameServerGroup

func (c *Client) ResumeGameServerGroup(ctx context.Context, params *ResumeGameServerGroupInput, optFns ...func(*Options)) (*ResumeGameServerGroupOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended. To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

* DescribeGameServerInstances

func (*Client) SearchGameSessions

func (c *Client) SearchGameSessions(ctx context.Context, params *SearchGameSessionsInput, optFns ...func(*Options)) (*SearchGameSessionsOutput, error)

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 -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.

* gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.

* gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings.

* maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.

* creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.

* playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.

* hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join. 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

func (*Client) StartFleetActions

func (c *Client) StartFleetActions(ctx context.Context, params *StartFleetActionsInput, optFns ...func(*Options)) (*StartFleetActionsOutput, error)

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 Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) StartGameSessionPlacement

func (c *Client) StartGameSessionPlacement(ctx context.Context, params *StartGameSessionPlacementInput, optFns ...func(*Options)) (*StartGameSessionPlacementOutput, error)

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

func (*Client) StartMatchBackfill

func (c *Client) StartMatchBackfill(ctx context.Context, params *StartMatchBackfillInput, optFns ...func(*Options)) (*StartMatchBackfillOutput, error)

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/flexmatchguide/gamelift-match.html). Learn more Backfill Existing Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html) How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) Related operations

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

* StartMatchBackfill

func (*Client) StartMatchmaking

func (c *Client) StartMatchmaking(ctx context.Context, params *StartMatchmakingInput, optFns ...func(*Options)) (*StartMatchmakingOutput, error)

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. If you're also using GameLift hosting, a new game session is started for the matched players. Each matchmaking request identifies one or more players to find a match for, and specifies the type of match to build, including the team configuration and the rules for an acceptable match. When a matchmaking request identifies a group of players who want to play together, FlexMatch finds additional players to fill the match. Match type, rules, and other features are defined in a MatchmakingConfiguration. To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. For each player, you must also include the player attribute values that are required by the matchmaking configuration (in the rule set). If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed. If you're also using GameLift hosting, a successfully completed ticket contains game session connection information. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration. Learn more Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) FlexMatch Integration Roadmap (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-tasks.html) How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) Related operations

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

* StartMatchBackfill

func (*Client) StopFleetActions

func (c *Client) StopFleetActions(ctx context.Context, params *StopFleetActionsInput, optFns ...func(*Options)) (*StopFleetActionsOutput, error)

Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop triggering scaling events. 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 in response to manual changes using UpdateFleetCapacity. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* UpdateFleetAttributes

* StartFleetActions or StopFleetActions

func (*Client) StopGameSessionPlacement

func (c *Client) StopGameSessionPlacement(ctx context.Context, params *StopGameSessionPlacementInput, optFns ...func(*Options)) (*StopGameSessionPlacementOutput, error)

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

func (*Client) StopMatchmaking

func (c *Client) StopMatchmaking(ctx context.Context, params *StopMatchmakingInput, optFns ...func(*Options)) (*StopMatchmakingOutput, error)

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server. If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body). Learn more Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) Related operations

* StartMatchmaking

* DescribeMatchmaking

* StopMatchmaking

* AcceptMatch

* StartMatchBackfill

func (*Client) SuspendGameServerGroup

func (c *Client) SuspendGameServerGroup(ctx context.Context, params *SuspendGameServerGroupInput, optFns ...func(*Options)) (*SuspendGameServerGroupOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

* Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active.

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

* DescribeGameServerInstances

func (*Client) TagResource

func (c *Client) TagResource(ctx context.Context, params *TagResourceInput, optFns ...func(*Options)) (*TagResourceOutput, error)

Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

* Build

* Script

* Fleet

* Alias

* GameSessionQueue

* MatchmakingConfiguration

* MatchmakingRuleSet

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource. Learn more Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) Related operations

* TagResource

* UntagResource

* ListTagsForResource

func (*Client) UntagResource

func (c *Client) UntagResource(ctx context.Context, params *UntagResourceInput, optFns ...func(*Options)) (*UntagResourceOutput, error)

Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

* Build

* Script

* Fleet

* Alias

* GameSessionQueue

* MatchmakingConfiguration

* MatchmakingRuleSet

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource. Learn more Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) Related operations

* TagResource

* UntagResource

* ListTagsForResource

func (*Client) UpdateAlias

func (c *Client) UpdateAlias(ctx context.Context, params *UpdateAliasInput, optFns ...func(*Options)) (*UpdateAliasOutput, error)

Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

* CreateAlias

* ListAliases

* DescribeAlias

* UpdateAlias

* DeleteAlias

* ResolveAlias

func (*Client) UpdateBuild

func (c *Client) UpdateBuild(ctx context.Context, params *UpdateBuildInput, optFns ...func(*Options)) (*UpdateBuildOutput, error)

Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned. Learn more Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) Related operations

* CreateBuild

* ListBuilds

* DescribeBuild

* UpdateBuild

* DeleteBuild

func (*Client) UpdateFleetAttributes

func (c *Client) UpdateFleetAttributes(ctx context.Context, params *UpdateFleetAttributesInput, optFns ...func(*Options)) (*UpdateFleetAttributesOutput, error)

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 Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* Update fleets:

* UpdateFleetAttributes

* UpdateFleetCapacity

* UpdateFleetPortSettings

* UpdateRuntimeConfiguration

* StartFleetActions or StopFleetActions

func (*Client) UpdateFleetCapacity

func (c *Client) UpdateFleetCapacity(ctx context.Context, params *UpdateFleetCapacityInput, optFns ...func(*Options)) (*UpdateFleetCapacityOutput, error)

Updates capacity settings for a fleet. Use this operation to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this operation, 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 Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* Update fleets:

* UpdateFleetAttributes

* UpdateFleetCapacity

* UpdateFleetPortSettings

* UpdateRuntimeConfiguration

* StartFleetActions or StopFleetActions

func (*Client) UpdateFleetPortSettings

func (c *Client) UpdateFleetPortSettings(ctx context.Context, params *UpdateFleetPortSettingsInput, optFns ...func(*Options)) (*UpdateFleetPortSettingsOutput, error)

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned. Learn more Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* Update fleets:

* UpdateFleetAttributes

* UpdateFleetCapacity

* UpdateFleetPortSettings

* UpdateRuntimeConfiguration

* StartFleetActions or StopFleetActions

func (*Client) UpdateGameServer

func (c *Client) UpdateGameServer(ctx context.Context, params *UpdateGameServerInput, optFns ...func(*Options)) (*UpdateGameServerOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates information about a registered game server to help GameLift FleetIQ to track game server availability. This operation is called by a game server process that is running on an instance in a game server group. Use this operation to update the following types of game server information. You can make all three types of updates in the same request:

* To update the game server's utilization status, identify the game server and game server group and specify the current utilization status. Use this status to identify when game servers are currently hosting games and when they are available to be claimed.

* To report health status, identify the game server and game server group and set health check to HEALTHY. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.

* To change game server metadata, provide updated game server data.

Once a game server is successfully updated, the relevant statuses and timestamps are updated. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* RegisterGameServer

* ListGameServers

* ClaimGameServer

* DescribeGameServer

* UpdateGameServer

* DeregisterGameServer

func (*Client) UpdateGameServerGroup

func (c *Client) UpdateGameServerGroup(ctx context.Context, params *UpdateGameServerGroupInput, optFns ...func(*Options)) (*UpdateGameServerGroupOutput, error)

This operation is used with the Amazon GameLift FleetIQ solution and game server groups. Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts. To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned. Learn more GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) Related operations

* CreateGameServerGroup

* ListGameServerGroups

* DescribeGameServerGroup

* UpdateGameServerGroup

* DeleteGameServerGroup

* ResumeGameServerGroup

* SuspendGameServerGroup

* DescribeGameServerInstances

func (*Client) UpdateGameSession

func (c *Client) UpdateGameSession(ctx context.Context, params *UpdateGameSessionInput, optFns ...func(*Options)) (*UpdateGameSessionOutput, error)

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

* CreateGameSession

* DescribeGameSessions

* DescribeGameSessionDetails

* SearchGameSessions

* UpdateGameSession

* GetGameSessionLogUrl

* Game session placements

* StartGameSessionPlacement

* DescribeGameSessionPlacement

* StopGameSessionPlacement

func (*Client) UpdateGameSessionQueue

func (c *Client) UpdateGameSessionQueue(ctx context.Context, params *UpdateGameSessionQueueInput, optFns ...func(*Options)) (*UpdateGameSessionQueueOutput, error)

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. Learn more Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) Related operations

* CreateGameSessionQueue

* DescribeGameSessionQueues

* UpdateGameSessionQueue

* DeleteGameSessionQueue

func (*Client) UpdateMatchmakingConfiguration

func (c *Client) UpdateMatchmakingConfiguration(ctx context.Context, params *UpdateMatchmakingConfigurationInput, optFns ...func(*Options)) (*UpdateMatchmakingConfigurationOutput, error)

Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings. Learn more Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

func (*Client) UpdateRuntimeConfiguration

func (c *Client) UpdateRuntimeConfiguration(ctx context.Context, params *UpdateRuntimeConfigurationInput, optFns ...func(*Options)) (*UpdateRuntimeConfigurationOutput, error)

Updates the current runtime 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 runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with an updated set of server process configurations. Each instance in a Amazon GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; runtime 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 Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) Related operations

* CreateFleet

* ListFleets

* DeleteFleet

* DescribeFleetAttributes

* Update fleets:

* UpdateFleetAttributes

* UpdateFleetCapacity

* UpdateFleetPortSettings

* UpdateRuntimeConfiguration

* StartFleetActions or StopFleetActions

func (*Client) UpdateScript

func (c *Client) UpdateScript(ctx context.Context, params *UpdateScriptInput, optFns ...func(*Options)) (*UpdateScriptOutput, error)

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

func (*Client) ValidateMatchmakingRuleSet

func (c *Client) ValidateMatchmakingRuleSet(ctx context.Context, params *ValidateMatchmakingRuleSetInput, optFns ...func(*Options)) (*ValidateMatchmakingRuleSetOutput, error)

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

* Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html)

Related operations

* CreateMatchmakingConfiguration

* DescribeMatchmakingConfigurations

* UpdateMatchmakingConfiguration

* DeleteMatchmakingConfiguration

* CreateMatchmakingRuleSet

* DescribeMatchmakingRuleSets

* ValidateMatchmakingRuleSet

* DeleteMatchmakingRuleSet

type CreateAliasInput

type CreateAliasInput struct {

	// A descriptive label that is associated with an alias. Alias names do not need to
	// be unique.
	//
	// This member is required.
	Name *string

	// The routing configuration, including routing type and fleet target, for the
	// alias.
	//
	// This member is required.
	RoutingStrategy *types.RoutingStrategy

	// A human-readable description of the alias.
	Description *string

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

Represents the input for a request operation.

type CreateAliasOutput

type CreateAliasOutput struct {

	// The newly created alias resource.
	Alias *types.Alias

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type CreateBuildInput

type CreateBuildInput struct {

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

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

	// The location where your game build files are stored. Use this parameter only
	// when creating a build using files that are stored in an S3 bucket that you own.
	// Identify an S3 bucket name and key, which must in the same Region where you're
	// creating a build. This parameter must also specify the ARN for an IAM role that
	// you've set up to give Amazon GameLift access your S3 bucket. To call this
	// operation with a storage location, you must have IAM PassRole permission. For
	// more details on IAM roles and PassRole permissions, see  Set up a role for
	// GameLift access
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html).
	StorageLocation *types.S3Location

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

	// Version information that is associated with a build or script. Version strings
	// do not need to be unique. You can use UpdateBuild to change this value later.
	Version *string
}

Represents the input for a request operation.

type CreateBuildOutput

type CreateBuildOutput struct {

	// The newly created build resource, including a unique build IDs and status.
	Build *types.Build

	// Amazon S3 location for your game build file, including bucket name and key.
	StorageLocation *types.S3Location

	// 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 S3 bucket that is owned by Amazon GameLift. Credentials have a limited life
	// span. To refresh these credentials, call RequestUploadCredentials.
	UploadCredentials *types.AwsCredentials

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type CreateFleetInput

type CreateFleetInput struct {

	// The 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.
	//
	// This member is required.
	EC2InstanceType types.EC2InstanceType

	// A descriptive label that is associated with a fleet. Fleet names do not need to
	// be unique.
	//
	// This member is required.
	Name *string

	// A unique identifier for a build to be deployed on the new fleet. You can use
	// either the build ID or ARN value. 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

	// Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS
	// certificates are used for encrypting traffic between game clients and game
	// servers running on GameLift. If this parameter is not specified, the default
	// value, DISABLED, is used. This fleet setting cannot be changed once the fleet is
	// created. Learn more at Securing Client/Server Communication
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security).
	// Note: This feature requires the AWS Certificate Manager (ACM) service, which is
	// available in the AWS global partition but not in all other partitions. When
	// working in a partition that does not support this feature, a request for a new
	// fleet with certificate generation results fails with a 4xx unsupported Region
	// error. Valid values include:
	//
	// * GENERATED - Generate a TLS/SSL certificate for
	// this fleet.
	//
	// * DISABLED - (default) Do not generate a TLS/SSL certificate for
	// this fleet.
	CertificateConfiguration *types.CertificateConfiguration

	// A human-readable description of a fleet.
	Description *string

	// Range of IP addresses and port settings that permit inbound traffic to access
	// game sessions that are 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 []types.IpPermission

	// 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 types.FleetType

	// A unique identifier for an AWS IAM role that manages access to your AWS
	// services. Fleets with an instance role ARN allow applications that are running
	// on the fleet's instances to assume the role. 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).
	// To call this operation with instance role ARN, you must have IAM PassRole
	// permissions. See IAM policy examples for GameLift
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-iam-policy-examples.html).
	InstanceRoleArn *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

	// The 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

	// A 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 types.ProtectionPolicy

	// A unique identifier for the AWS account with the VPC that you want to peer your
	// Amazon GameLift fleet with. You can find your account ID in the AWS Management
	// Console under account settings.
	PeerVpcAwsAccountId *string

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

	// A policy that limits the number of game sessions an individual player can create
	// over a span of time for this fleet.
	ResourceCreationLimitPolicy *types.ResourceCreationLimitPolicy

	// Instructions for launching server processes on each instance in the fleet.
	// Server processes run either a custom game build executable or a Realtime script.
	// The runtime configuration defines the server executables or launch script file,
	// launch parameters, and the number of processes to run concurrently on each
	// instance. When creating a fleet, the runtime configuration must have at least
	// one server process configuration; otherwise the request fails with an invalid
	// request exception. (This parameter replaces the parameters ServerLaunchPath and
	// ServerLaunchParameters, although requests that contain values for these
	// parameters instead of a runtime configuration will continue to work.) This
	// parameter is required unless the parameters ServerLaunchPath and
	// ServerLaunchParameters are defined. Runtime configuration replaced these
	// parameters, but fleets that use them will continue to work.
	RuntimeConfiguration *types.RuntimeConfiguration

	// A unique identifier for a Realtime script to be deployed on the new fleet. You
	// can use either the script ID or ARN value. The Realtime script must have been
	// successfully uploaded to Amazon GameLift. This fleet setting cannot be changed
	// once the fleet is created.
	ScriptId *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 runtime configuration will continue to work.)
	ServerLaunchParameters *string

	// This parameter is no longer used. Instead, specify a server launch path using
	// the RuntimeConfiguration parameter. Requests that specify a server launch path
	// and launch parameters instead of a runtime configuration will continue to work.
	ServerLaunchPath *string

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

Represents the input for a request operation.

type CreateFleetOutput

type CreateFleetOutput struct {

	// Properties for the newly created fleet.
	FleetAttributes *types.FleetAttributes

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type CreateGameServerGroupInput

type CreateGameServerGroupInput struct {

	// An identifier for the new game server group. This value is used to generate
	// unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ
	// game server group. The name must be unique per Region per AWS account.
	//
	// This member is required.
	GameServerGroupName *string

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

	// The EC2 launch template that contains configuration settings and game server
	// code to be deployed to all instances in the game server group. You can specify
	// the template using either the template name or ID. For help with creating a
	// launch template, see Creating a Launch Template for an Auto Scaling Group
	// (https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html)
	// in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is
	// created, update this value directly in the Auto Scaling group using the AWS
	// console or APIs.
	//
	// This member is required.
	LaunchTemplate *types.LaunchTemplateSpecification

	// The maximum number of instances allowed in the EC2 Auto Scaling group. During
	// automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group
	// above this maximum. After the Auto Scaling group is created, update this value
	// directly in the Auto Scaling group using the AWS console or APIs.
	//
	// This member is required.
	MaxSize *int32

	// The minimum number of instances allowed in the EC2 Auto Scaling group. During
	// automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group
	// below this minimum. In production, this value should be set to at least 1. After
	// the Auto Scaling group is created, update this value directly in the Auto
	// Scaling group using the AWS console or APIs.
	//
	// This member is required.
	MinSize *int32

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

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

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

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

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

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

type CreateGameServerGroupOutput

type CreateGameServerGroupOutput struct {

	// The newly created game server group object, including the new ARN value for the
	// GameLift FleetIQ game server group and the object's status. The EC2 Auto Scaling
	// group ARN is initially null, since the group has not yet been created. This
	// value is added once the game server group status reaches ACTIVE.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type CreateGameSessionInput

type CreateGameSessionInput struct {

	// The maximum number of players that can be connected simultaneously to the game
	// session.
	//
	// This member is required.
	MaximumPlayerSessionCount *int32

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

	// A 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

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

	// 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 []types.GameProperty

	// 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

	// 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:::gamesession//.)
	GameSessionId *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:::gamesession//.) 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

	// A descriptive label that is associated with a game session. Session names do not
	// need to be unique.
	Name *string
}

Represents the input for a request operation.

type CreateGameSessionOutput

type CreateGameSessionOutput struct {

	// Object that describes the newly created game session record.
	GameSession *types.GameSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type CreateGameSessionQueueInput

type CreateGameSessionQueueInput struct {

	// A descriptive label that is associated with game session queue. Queue names must
	// be unique within each Region.
	//
	// This member is required.
	Name *string

	// A 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 []types.GameSessionQueueDestination

	// A 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, the policy 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
	// request fails.
	PlayerLatencyPolicies []types.PlayerLatencyPolicy

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

	// The maximum time, in seconds, that a new game session placement request remains
	// in the queue. When a request exceeds this time, the game session placement
	// changes to a TIMED_OUT status.
	TimeoutInSeconds *int32
}

Represents the input for a request operation.

type CreateGameSessionQueueOutput

type CreateGameSessionQueueOutput struct {

	// An object that describes the newly created game session queue.
	GameSessionQueue *types.GameSessionQueue

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type CreateMatchmakingConfigurationInput

type CreateMatchmakingConfigurationInput struct {

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

	// A unique identifier for a matchmaking configuration. This name is used to
	// identify the configuration associated with a matchmaking request or ticket.
	//
	// This member is required.
	Name *string

	// The maximum duration, in seconds, that a matchmaking ticket can remain in
	// process before timing out. Requests that fail due to timing out can be
	// resubmitted as needed.
	//
	// This member is required.
	RequestTimeoutSeconds *int32

	// A unique identifier for a matchmaking rule set to use with this configuration.
	// You can use either the rule set name or ARN value. A matchmaking configuration
	// can only use rule sets that are defined in the same Region.
	//
	// This member is required.
	RuleSetName *string

	// The length of time (in seconds) to wait for players to accept a proposed match,
	// if acceptance is required. If any player rejects the match or fails to accept
	// before the timeout, the tickets are returned to the ticket pool and continue to
	// be evaluated for an acceptable match.
	AcceptanceTimeoutSeconds *int32

	// The number of player slots in a match to keep open for future players. For
	// example, assume that the configuration's rule set specifies a match for a single
	// 12-person team. If the additional player count is set to 2, only 10 players are
	// initially selected for the match. This parameter is not used if FlexMatchMode is
	// set to STANDALONE.
	AdditionalPlayerCount *int32

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

	// Information to be added to all events related to this matchmaking configuration.
	CustomEventData *string

	// A human-readable description of the matchmaking configuration.
	Description *string

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

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

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

	// Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// that is assigned to a GameLift game session queue resource and uniquely
	// identifies it. ARNs are unique across all Regions. Queues can be located in any
	// Region. Queues are used to start new GameLift-hosted game sessions for matches
	// that are created with this matchmaking configuration. If FlexMatchMode is set to
	// STANDALONE, do not set this parameter.
	GameSessionQueueArns []string

	// An SNS topic ARN that is set up to receive matchmaking notifications.
	NotificationTarget *string

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

Represents the input for a request operation.

type CreateMatchmakingConfigurationOutput

type CreateMatchmakingConfigurationOutput struct {

	// Object that describes the newly created matchmaking configuration.
	Configuration *types.MatchmakingConfiguration

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type CreateMatchmakingRuleSetInput

type CreateMatchmakingRuleSetInput struct {

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

	// A collection of matchmaking rules, formatted as a JSON string. Comments are not
	// allowed in JSON, but most elements support a description field.
	//
	// This member is required.
	RuleSetBody *string

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

Represents the input for a request operation.

type CreateMatchmakingRuleSetOutput

type CreateMatchmakingRuleSetOutput struct {

	// The newly created matchmaking rule set.
	//
	// This member is required.
	RuleSet *types.MatchmakingRuleSet

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type CreatePlayerSessionInput

type CreatePlayerSessionInput struct {

	// A unique identifier for the game session to add a player to.
	//
	// This member is required.
	GameSessionId *string

	// A unique identifier for a player. Player IDs are developer-defined.
	//
	// This member is required.
	PlayerId *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
}

Represents the input for a request operation.

type CreatePlayerSessionOutput

type CreatePlayerSessionOutput struct {

	// Object that describes the newly created player session record.
	PlayerSession *types.PlayerSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type CreatePlayerSessionsInput

type CreatePlayerSessionsInput struct {

	// A unique identifier for the game session to add players to.
	//
	// This member is required.
	GameSessionId *string

	// List of unique identifiers for the players to be added.
	//
	// This member is required.
	PlayerIds []string

	// 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
}

Represents the input for a request operation.

type CreatePlayerSessionsOutput

type CreatePlayerSessionsOutput struct {

	// A collection of player session objects created for the added players.
	PlayerSessions []types.PlayerSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type CreateScriptInput

type CreateScriptInput struct {

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

	// The Amazon S3 location of your Realtime scripts. The storage location must
	// specify the S3 bucket name, the zip file name (the "key"), and an IAM role ARN
	// that allows Amazon GameLift to access the S3 storage location. The S3 bucket
	// must be in the same Region where you are creating 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. To call this operation with a storage location, you must
	// have IAM PassRole permission. For more details on IAM roles and PassRole
	// permissions, see  Set up a role for GameLift access
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html).
	StorageLocation *types.S3Location

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

	// The 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

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

type CreateScriptOutput

type CreateScriptOutput struct {

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type CreateVpcPeeringAuthorizationInput

type CreateVpcPeeringAuthorizationInput struct {

	// A 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.
	//
	// This member is required.
	GameLiftAwsAccountId *string

	// A 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).
	//
	// This member is required.
	PeerVpcId *string
}

Represents the input for a request operation.

type CreateVpcPeeringAuthorizationOutput

type CreateVpcPeeringAuthorizationOutput struct {

	// Details on the requested VPC peering authorization, including expiration.
	VpcPeeringAuthorization *types.VpcPeeringAuthorization

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type CreateVpcPeeringConnectionInput

type CreateVpcPeeringConnectionInput struct {

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

	// A unique identifier for the AWS account with the VPC that you want to peer your
	// Amazon GameLift fleet with. You can find your Account ID in the AWS Management
	// Console under account settings.
	//
	// This member is required.
	PeerVpcAwsAccountId *string

	// A 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).
	//
	// This member is required.
	PeerVpcId *string
}

Represents the input for a request operation.

type CreateVpcPeeringConnectionOutput

type CreateVpcPeeringConnectionOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteAliasInput

type DeleteAliasInput struct {

	// A unique identifier of the alias that you want to delete. You can use either the
	// alias ID or ARN value.
	//
	// This member is required.
	AliasId *string
}

Represents the input for a request operation.

type DeleteAliasOutput

type DeleteAliasOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteBuildInput

type DeleteBuildInput struct {

	// A unique identifier for a build to delete. You can use either the build ID or
	// ARN value.
	//
	// This member is required.
	BuildId *string
}

Represents the input for a request operation.

type DeleteBuildOutput

type DeleteBuildOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteFleetInput

type DeleteFleetInput struct {

	// A unique identifier for a fleet to be deleted. You can use either the fleet ID
	// or ARN value.
	//
	// This member is required.
	FleetId *string
}

Represents the input for a request operation.

type DeleteFleetOutput

type DeleteFleetOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteGameServerGroupInput

type DeleteGameServerGroupInput struct {

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string

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

type DeleteGameServerGroupOutput

type DeleteGameServerGroupOutput struct {

	// An object that describes the deleted game server group resource, with status
	// updated to DELETE_SCHEDULED.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteGameSessionQueueInput

type DeleteGameSessionQueueInput struct {

	// A descriptive label that is associated with game session queue. Queue names must
	// be unique within each Region. You can use either the queue ID or ARN value.
	//
	// This member is required.
	Name *string
}

Represents the input for a request operation.

type DeleteGameSessionQueueOutput

type DeleteGameSessionQueueOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteMatchmakingConfigurationInput

type DeleteMatchmakingConfigurationInput struct {

	// A unique identifier for a matchmaking configuration. You can use either the
	// configuration name or ARN value.
	//
	// This member is required.
	Name *string
}

Represents the input for a request operation.

type DeleteMatchmakingConfigurationOutput

type DeleteMatchmakingConfigurationOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteMatchmakingRuleSetInput

type DeleteMatchmakingRuleSetInput struct {

	// A 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.) You
	// can use either the rule set name or ARN value.
	//
	// This member is required.
	Name *string
}

Represents the input for a request operation.

type DeleteMatchmakingRuleSetOutput

type DeleteMatchmakingRuleSetOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DeleteScalingPolicyInput

type DeleteScalingPolicyInput struct {

	// A unique identifier for a fleet to be deleted. You can use either the fleet ID
	// or ARN value.
	//
	// This member is required.
	FleetId *string

	// A descriptive label that is associated with a scaling policy. Policy names do
	// not need to be unique.
	//
	// This member is required.
	Name *string
}

Represents the input for a request operation.

type DeleteScalingPolicyOutput

type DeleteScalingPolicyOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteScriptInput

type DeleteScriptInput struct {

	// A unique identifier for a Realtime script to delete. You can use either the
	// script ID or ARN value.
	//
	// This member is required.
	ScriptId *string
}

type DeleteScriptOutput

type DeleteScriptOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteVpcPeeringAuthorizationInput

type DeleteVpcPeeringAuthorizationInput struct {

	// A 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.
	//
	// This member is required.
	GameLiftAwsAccountId *string

	// A 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).
	//
	// This member is required.
	PeerVpcId *string
}

Represents the input for a request operation.

type DeleteVpcPeeringAuthorizationOutput

type DeleteVpcPeeringAuthorizationOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeleteVpcPeeringConnectionInput

type DeleteVpcPeeringConnectionInput struct {

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

	// A unique identifier for a VPC peering connection. This value is included in the
	// VpcPeeringConnection object, which can be retrieved by calling
	// DescribeVpcPeeringConnections.
	//
	// This member is required.
	VpcPeeringConnectionId *string
}

Represents the input for a request operation.

type DeleteVpcPeeringConnectionOutput

type DeleteVpcPeeringConnectionOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DeregisterGameServerInput

type DeregisterGameServerInput struct {

	// A unique identifier for the game server group where the game server is running.
	// Use either the GameServerGroup name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string

	// A custom string that uniquely identifies the game server to deregister.
	//
	// This member is required.
	GameServerId *string
}

type DeregisterGameServerOutput

type DeregisterGameServerOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeAliasInput

type DescribeAliasInput struct {

	// The unique identifier for the fleet alias that you want to retrieve. You can use
	// either the alias ID or ARN value.
	//
	// This member is required.
	AliasId *string
}

Represents the input for a request operation.

type DescribeAliasOutput

type DescribeAliasOutput struct {

	// The requested alias resource.
	Alias *types.Alias

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeBuildInput

type DescribeBuildInput struct {

	// A unique identifier for a build to retrieve properties for. You can use either
	// the build ID or ARN value.
	//
	// This member is required.
	BuildId *string
}

Represents the input for a request operation.

type DescribeBuildOutput

type DescribeBuildOutput struct {

	// Set of properties describing the requested build.
	Build *types.Build

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

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 types.EC2InstanceType
}

Represents the input for a request operation.

type DescribeEC2InstanceLimitsOutput

type DescribeEC2InstanceLimitsOutput struct {

	// The maximum number of instances for the specified instance type.
	EC2InstanceLimits []types.EC2InstanceLimit

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeFleetAttributesAPIClient added in v0.30.0

type DescribeFleetAttributesAPIClient interface {
	DescribeFleetAttributes(context.Context, *DescribeFleetAttributesInput, ...func(*Options)) (*DescribeFleetAttributesOutput, error)
}

DescribeFleetAttributesAPIClient is a client that implements the DescribeFleetAttributes operation.

type DescribeFleetAttributesInput

type DescribeFleetAttributesInput struct {

	// A list of unique fleet identifiers to retrieve attributes for. You can use
	// either the fleet ID or ARN value. To retrieve attributes for all current fleets,
	// do not include this parameter. If the list of fleet identifiers includes fleets
	// that don't currently exist, the request succeeds but no attributes for that
	// fleet are returned.
	FleetIds []string

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is ignored when the
	// request specifies one or a list of fleet IDs.
	Limit *int32

	// Token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this operation. To start at the
	// beginning of the result set, do not specify a value. This parameter is ignored
	// when the request specifies one or a list of fleet IDs.
	NextToken *string
}

Represents the input for a request operation.

type DescribeFleetAttributesOutput

type DescribeFleetAttributesOutput struct {

	// A collection of objects containing attribute metadata for each requested fleet
	// ID. Attribute objects are returned only for fleets that currently exist.
	FleetAttributes []types.FleetAttributes

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeFleetAttributesPaginator added in v0.30.0

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

DescribeFleetAttributesPaginator is a paginator for DescribeFleetAttributes

func NewDescribeFleetAttributesPaginator added in v0.30.0

NewDescribeFleetAttributesPaginator returns a new DescribeFleetAttributesPaginator

func (*DescribeFleetAttributesPaginator) HasMorePages added in v0.30.0

func (p *DescribeFleetAttributesPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeFleetAttributesPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribeFleetAttributes page.

type DescribeFleetAttributesPaginatorOptions added in v0.30.0

type DescribeFleetAttributesPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is ignored when the
	// request specifies one or a list of fleet IDs.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeFleetAttributesPaginatorOptions is the paginator options for DescribeFleetAttributes

type DescribeFleetCapacityAPIClient added in v0.30.0

type DescribeFleetCapacityAPIClient interface {
	DescribeFleetCapacity(context.Context, *DescribeFleetCapacityInput, ...func(*Options)) (*DescribeFleetCapacityOutput, error)
}

DescribeFleetCapacityAPIClient is a client that implements the DescribeFleetCapacity operation.

type DescribeFleetCapacityInput

type DescribeFleetCapacityInput struct {

	// A unique identifier for a fleet(s) to retrieve capacity information for. You can
	// use either the fleet ID or ARN value.
	FleetIds []string

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is ignored when the
	// request specifies one or a list of fleet IDs.
	Limit *int32

	// Token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this operation. To start at the
	// beginning of the result set, do not specify a value. This parameter is ignored
	// when the request specifies one or a list of fleet IDs.
	NextToken *string
}

Represents the input for a request operation.

type DescribeFleetCapacityOutput

type DescribeFleetCapacityOutput struct {

	// A collection of objects containing capacity information for each requested fleet
	// ID. Leave this parameter empty to retrieve capacity information for all fleets.
	FleetCapacity []types.FleetCapacity

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeFleetCapacityPaginator added in v0.30.0

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

DescribeFleetCapacityPaginator is a paginator for DescribeFleetCapacity

func NewDescribeFleetCapacityPaginator added in v0.30.0

NewDescribeFleetCapacityPaginator returns a new DescribeFleetCapacityPaginator

func (*DescribeFleetCapacityPaginator) HasMorePages added in v0.30.0

func (p *DescribeFleetCapacityPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeFleetCapacityPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribeFleetCapacity page.

type DescribeFleetCapacityPaginatorOptions added in v0.30.0

type DescribeFleetCapacityPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is ignored when the
	// request specifies one or a list of fleet IDs.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeFleetCapacityPaginatorOptions is the paginator options for DescribeFleetCapacity

type DescribeFleetEventsAPIClient added in v0.30.0

type DescribeFleetEventsAPIClient interface {
	DescribeFleetEvents(context.Context, *DescribeFleetEventsInput, ...func(*Options)) (*DescribeFleetEventsOutput, error)
}

DescribeFleetEventsAPIClient is a client that implements the DescribeFleetEvents operation.

type DescribeFleetEventsInput

type DescribeFleetEventsInput struct {

	// A unique identifier for a fleet to get event logs for. You can use either the
	// fleet ID or ARN value.
	//
	// This member is required.
	FleetId *string

	// 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

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32

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

	// 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
}

Represents the input for a request operation.

type DescribeFleetEventsOutput

type DescribeFleetEventsOutput struct {

	// A collection of objects containing event log entries for the specified fleet.
	Events []types.Event

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeFleetEventsPaginator added in v0.30.0

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

DescribeFleetEventsPaginator is a paginator for DescribeFleetEvents

func NewDescribeFleetEventsPaginator added in v0.30.0

func NewDescribeFleetEventsPaginator(client DescribeFleetEventsAPIClient, params *DescribeFleetEventsInput, optFns ...func(*DescribeFleetEventsPaginatorOptions)) *DescribeFleetEventsPaginator

NewDescribeFleetEventsPaginator returns a new DescribeFleetEventsPaginator

func (*DescribeFleetEventsPaginator) HasMorePages added in v0.30.0

func (p *DescribeFleetEventsPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeFleetEventsPaginator) NextPage added in v0.30.0

func (p *DescribeFleetEventsPaginator) NextPage(ctx context.Context, optFns ...func(*Options)) (*DescribeFleetEventsOutput, error)

NextPage retrieves the next DescribeFleetEvents page.

type DescribeFleetEventsPaginatorOptions added in v0.30.0

type DescribeFleetEventsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeFleetEventsPaginatorOptions is the paginator options for DescribeFleetEvents

type DescribeFleetPortSettingsInput

type DescribeFleetPortSettingsInput struct {

	// A unique identifier for a fleet to retrieve port settings for. You can use
	// either the fleet ID or ARN value.
	//
	// This member is required.
	FleetId *string
}

Represents the input for a request operation.

type DescribeFleetPortSettingsOutput

type DescribeFleetPortSettingsOutput struct {

	// The port settings for the requested fleet ID.
	InboundPermissions []types.IpPermission

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeFleetUtilizationAPIClient added in v0.30.0

type DescribeFleetUtilizationAPIClient interface {
	DescribeFleetUtilization(context.Context, *DescribeFleetUtilizationInput, ...func(*Options)) (*DescribeFleetUtilizationOutput, error)
}

DescribeFleetUtilizationAPIClient is a client that implements the DescribeFleetUtilization operation.

type DescribeFleetUtilizationInput

type DescribeFleetUtilizationInput struct {

	// A unique identifier for a fleet(s) to retrieve utilization data for. You can use
	// either the fleet ID or ARN value. To retrieve attributes for all current fleets,
	// do not include this parameter. If the list of fleet identifiers includes fleets
	// that don't currently exist, the request succeeds but no attributes for that
	// fleet are returned.
	FleetIds []string

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is ignored when the
	// request specifies one or a list of fleet IDs.
	Limit *int32

	// Token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this operation. To start at the
	// beginning of the result set, do not specify a value. This parameter is ignored
	// when the request specifies one or a list of fleet IDs.
	NextToken *string
}

Represents the input for a request operation.

type DescribeFleetUtilizationOutput

type DescribeFleetUtilizationOutput struct {

	// A collection of objects containing utilization information for each requested
	// fleet ID.
	FleetUtilization []types.FleetUtilization

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeFleetUtilizationPaginator added in v0.30.0

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

DescribeFleetUtilizationPaginator is a paginator for DescribeFleetUtilization

func NewDescribeFleetUtilizationPaginator added in v0.30.0

NewDescribeFleetUtilizationPaginator returns a new DescribeFleetUtilizationPaginator

func (*DescribeFleetUtilizationPaginator) HasMorePages added in v0.30.0

func (p *DescribeFleetUtilizationPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeFleetUtilizationPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribeFleetUtilization page.

type DescribeFleetUtilizationPaginatorOptions added in v0.30.0

type DescribeFleetUtilizationPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is ignored when the
	// request specifies one or a list of fleet IDs.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeFleetUtilizationPaginatorOptions is the paginator options for DescribeFleetUtilization

type DescribeGameServerGroupInput

type DescribeGameServerGroupInput struct {

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string
}

type DescribeGameServerGroupOutput

type DescribeGameServerGroupOutput struct {

	// An object with the property settings for the requested game server group
	// resource.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeGameServerInput

type DescribeGameServerInput struct {

	// A unique identifier for the game server group where the game server is running.
	// Use either the GameServerGroup name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string

	// A custom string that uniquely identifies the game server information to be
	// retrieved.
	//
	// This member is required.
	GameServerId *string
}

type DescribeGameServerInstancesAPIClient added in v0.30.0

type DescribeGameServerInstancesAPIClient interface {
	DescribeGameServerInstances(context.Context, *DescribeGameServerInstancesInput, ...func(*Options)) (*DescribeGameServerInstancesOutput, error)
}

DescribeGameServerInstancesAPIClient is a client that implements the DescribeGameServerInstances operation.

type DescribeGameServerInstancesInput added in v0.29.0

type DescribeGameServerInstancesInput struct {

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string

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

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential segments.
	Limit *int32

	// A token that indicates the start of the next sequential segment of results. Use
	// the token returned with the previous call to this operation. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
}

type DescribeGameServerInstancesOutput added in v0.29.0

type DescribeGameServerInstancesOutput struct {

	// The collection of requested game server instances.
	GameServerInstances []types.GameServerInstance

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeGameServerInstancesPaginator added in v0.30.0

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

DescribeGameServerInstancesPaginator is a paginator for DescribeGameServerInstances

func NewDescribeGameServerInstancesPaginator added in v0.30.0

NewDescribeGameServerInstancesPaginator returns a new DescribeGameServerInstancesPaginator

func (*DescribeGameServerInstancesPaginator) HasMorePages added in v0.30.0

func (p *DescribeGameServerInstancesPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeGameServerInstancesPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribeGameServerInstances page.

type DescribeGameServerInstancesPaginatorOptions added in v0.30.0

type DescribeGameServerInstancesPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential segments.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeGameServerInstancesPaginatorOptions is the paginator options for DescribeGameServerInstances

type DescribeGameServerOutput

type DescribeGameServerOutput struct {

	// Object that describes the requested game server.
	GameServer *types.GameServer

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeGameSessionDetailsAPIClient added in v0.30.0

type DescribeGameSessionDetailsAPIClient interface {
	DescribeGameSessionDetails(context.Context, *DescribeGameSessionDetailsInput, ...func(*Options)) (*DescribeGameSessionDetailsOutput, error)
}

DescribeGameSessionDetailsAPIClient is a client that implements the DescribeGameSessionDetails operation.

type DescribeGameSessionDetailsInput

type DescribeGameSessionDetailsInput struct {

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

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

	// A unique identifier for the game session to retrieve.
	GameSessionId *string

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32

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

	// Game session status to filter results on. Possible game session statuses include
	// ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).
	StatusFilter *string
}

Represents the input for a request operation.

type DescribeGameSessionDetailsOutput

type DescribeGameSessionDetailsOutput struct {

	// A collection of objects containing game session properties and the protection
	// policy currently in force for each session matching the request.
	GameSessionDetails []types.GameSessionDetail

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeGameSessionDetailsPaginator added in v0.30.0

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

DescribeGameSessionDetailsPaginator is a paginator for DescribeGameSessionDetails

func NewDescribeGameSessionDetailsPaginator added in v0.30.0

NewDescribeGameSessionDetailsPaginator returns a new DescribeGameSessionDetailsPaginator

func (*DescribeGameSessionDetailsPaginator) HasMorePages added in v0.30.0

func (p *DescribeGameSessionDetailsPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeGameSessionDetailsPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribeGameSessionDetails page.

type DescribeGameSessionDetailsPaginatorOptions added in v0.30.0

type DescribeGameSessionDetailsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeGameSessionDetailsPaginatorOptions is the paginator options for DescribeGameSessionDetails

type DescribeGameSessionPlacementInput

type DescribeGameSessionPlacementInput struct {

	// A unique identifier for a game session placement to retrieve.
	//
	// This member is required.
	PlacementId *string
}

Represents the input for a request operation.

type DescribeGameSessionPlacementOutput

type DescribeGameSessionPlacementOutput struct {

	// Object that describes the requested game session placement.
	GameSessionPlacement *types.GameSessionPlacement

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeGameSessionQueuesAPIClient added in v0.30.0

type DescribeGameSessionQueuesAPIClient interface {
	DescribeGameSessionQueues(context.Context, *DescribeGameSessionQueuesInput, ...func(*Options)) (*DescribeGameSessionQueuesOutput, error)
}

DescribeGameSessionQueuesAPIClient is a client that implements the DescribeGameSessionQueues operation.

type DescribeGameSessionQueuesInput

type DescribeGameSessionQueuesInput struct {

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. You can request up to 50 results.
	Limit *int32

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

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

Represents the input for a request operation.

type DescribeGameSessionQueuesOutput

type DescribeGameSessionQueuesOutput struct {

	// A collection of objects that describe the requested game session queues.
	GameSessionQueues []types.GameSessionQueue

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeGameSessionQueuesPaginator added in v0.30.0

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

DescribeGameSessionQueuesPaginator is a paginator for DescribeGameSessionQueues

func NewDescribeGameSessionQueuesPaginator added in v0.30.0

NewDescribeGameSessionQueuesPaginator returns a new DescribeGameSessionQueuesPaginator

func (*DescribeGameSessionQueuesPaginator) HasMorePages added in v0.30.0

func (p *DescribeGameSessionQueuesPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeGameSessionQueuesPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribeGameSessionQueues page.

type DescribeGameSessionQueuesPaginatorOptions added in v0.30.0

type DescribeGameSessionQueuesPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. You can request up to 50 results.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeGameSessionQueuesPaginatorOptions is the paginator options for DescribeGameSessionQueues

type DescribeGameSessionsAPIClient added in v0.30.0

type DescribeGameSessionsAPIClient interface {
	DescribeGameSessions(context.Context, *DescribeGameSessionsInput, ...func(*Options)) (*DescribeGameSessionsOutput, error)
}

DescribeGameSessionsAPIClient is a client that implements the DescribeGameSessions operation.

type DescribeGameSessionsInput

type DescribeGameSessionsInput struct {

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

	// A unique identifier for a fleet to retrieve all game sessions for. You can use
	// either the fleet ID or ARN value.
	FleetId *string

	// A unique identifier for the game session to retrieve.
	GameSessionId *string

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32

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

	// Game session status to filter results on. Possible game session statuses include
	// ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are transitory).
	StatusFilter *string
}

Represents the input for a request operation.

type DescribeGameSessionsOutput

type DescribeGameSessionsOutput struct {

	// A collection of objects containing game session properties for each session
	// matching the request.
	GameSessions []types.GameSession

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeGameSessionsPaginator added in v0.30.0

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

DescribeGameSessionsPaginator is a paginator for DescribeGameSessions

func NewDescribeGameSessionsPaginator added in v0.30.0

NewDescribeGameSessionsPaginator returns a new DescribeGameSessionsPaginator

func (*DescribeGameSessionsPaginator) HasMorePages added in v0.30.0

func (p *DescribeGameSessionsPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeGameSessionsPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribeGameSessions page.

type DescribeGameSessionsPaginatorOptions added in v0.30.0

type DescribeGameSessionsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeGameSessionsPaginatorOptions is the paginator options for DescribeGameSessions

type DescribeInstancesAPIClient added in v0.30.0

type DescribeInstancesAPIClient interface {
	DescribeInstances(context.Context, *DescribeInstancesInput, ...func(*Options)) (*DescribeInstancesOutput, error)
}

DescribeInstancesAPIClient is a client that implements the DescribeInstances operation.

type DescribeInstancesInput

type DescribeInstancesInput struct {

	// A unique identifier for a fleet to retrieve instance information for. You can
	// use either the fleet ID or ARN value.
	//
	// This member is required.
	FleetId *string

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

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32

	// Token that indicates the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this operation. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
}

Represents the input for a request operation.

type DescribeInstancesOutput

type DescribeInstancesOutput struct {

	// A collection of objects containing properties for each instance returned.
	Instances []types.Instance

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeInstancesPaginator added in v0.30.0

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

DescribeInstancesPaginator is a paginator for DescribeInstances

func NewDescribeInstancesPaginator added in v0.30.0

func NewDescribeInstancesPaginator(client DescribeInstancesAPIClient, params *DescribeInstancesInput, optFns ...func(*DescribeInstancesPaginatorOptions)) *DescribeInstancesPaginator

NewDescribeInstancesPaginator returns a new DescribeInstancesPaginator

func (*DescribeInstancesPaginator) HasMorePages added in v0.30.0

func (p *DescribeInstancesPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeInstancesPaginator) NextPage added in v0.30.0

func (p *DescribeInstancesPaginator) NextPage(ctx context.Context, optFns ...func(*Options)) (*DescribeInstancesOutput, error)

NextPage retrieves the next DescribeInstances page.

type DescribeInstancesPaginatorOptions added in v0.30.0

type DescribeInstancesPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeInstancesPaginatorOptions is the paginator options for DescribeInstances

type DescribeMatchmakingConfigurationsAPIClient added in v0.30.0

type DescribeMatchmakingConfigurationsAPIClient interface {
	DescribeMatchmakingConfigurations(context.Context, *DescribeMatchmakingConfigurationsInput, ...func(*Options)) (*DescribeMatchmakingConfigurationsOutput, error)
}

DescribeMatchmakingConfigurationsAPIClient is a client that implements the DescribeMatchmakingConfigurations operation.

type DescribeMatchmakingConfigurationsInput

type DescribeMatchmakingConfigurationsInput struct {

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is limited to 10.
	Limit *int32

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

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

	// A unique identifier for a matchmaking rule set. You can use either the rule set
	// name or ARN value. Use this parameter to retrieve all matchmaking configurations
	// that use this rule set.
	RuleSetName *string
}

Represents the input for a request operation.

type DescribeMatchmakingConfigurationsOutput

type DescribeMatchmakingConfigurationsOutput struct {

	// A collection of requested matchmaking configurations.
	Configurations []types.MatchmakingConfiguration

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeMatchmakingConfigurationsPaginator added in v0.30.0

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

DescribeMatchmakingConfigurationsPaginator is a paginator for DescribeMatchmakingConfigurations

func NewDescribeMatchmakingConfigurationsPaginator added in v0.30.0

NewDescribeMatchmakingConfigurationsPaginator returns a new DescribeMatchmakingConfigurationsPaginator

func (*DescribeMatchmakingConfigurationsPaginator) HasMorePages added in v0.30.0

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeMatchmakingConfigurationsPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribeMatchmakingConfigurations page.

type DescribeMatchmakingConfigurationsPaginatorOptions added in v0.30.0

type DescribeMatchmakingConfigurationsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. This parameter is limited to 10.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeMatchmakingConfigurationsPaginatorOptions is the paginator options for DescribeMatchmakingConfigurations

type DescribeMatchmakingInput

type DescribeMatchmakingInput struct {

	// A unique identifier for a matchmaking ticket. You can include up to 10 ID
	// values.
	//
	// This member is required.
	TicketIds []string
}

Represents the input for a request operation.

type DescribeMatchmakingOutput

type DescribeMatchmakingOutput struct {

	// A collection of existing matchmaking ticket objects matching the request.
	TicketList []types.MatchmakingTicket

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeMatchmakingRuleSetsAPIClient added in v0.30.0

type DescribeMatchmakingRuleSetsAPIClient interface {
	DescribeMatchmakingRuleSets(context.Context, *DescribeMatchmakingRuleSetsInput, ...func(*Options)) (*DescribeMatchmakingRuleSetsOutput, error)
}

DescribeMatchmakingRuleSetsAPIClient is a client that implements the DescribeMatchmakingRuleSets operation.

type DescribeMatchmakingRuleSetsInput

type DescribeMatchmakingRuleSetsInput struct {

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32

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

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

Represents the input for a request operation.

type DescribeMatchmakingRuleSetsOutput

type DescribeMatchmakingRuleSetsOutput struct {

	// A collection of requested matchmaking rule set objects.
	//
	// This member is required.
	RuleSets []types.MatchmakingRuleSet

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeMatchmakingRuleSetsPaginator added in v0.30.0

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

DescribeMatchmakingRuleSetsPaginator is a paginator for DescribeMatchmakingRuleSets

func NewDescribeMatchmakingRuleSetsPaginator added in v0.30.0

NewDescribeMatchmakingRuleSetsPaginator returns a new DescribeMatchmakingRuleSetsPaginator

func (*DescribeMatchmakingRuleSetsPaginator) HasMorePages added in v0.30.0

func (p *DescribeMatchmakingRuleSetsPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeMatchmakingRuleSetsPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribeMatchmakingRuleSets page.

type DescribeMatchmakingRuleSetsPaginatorOptions added in v0.30.0

type DescribeMatchmakingRuleSetsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeMatchmakingRuleSetsPaginatorOptions is the paginator options for DescribeMatchmakingRuleSets

type DescribePlayerSessionsAPIClient added in v0.30.0

type DescribePlayerSessionsAPIClient interface {
	DescribePlayerSessions(context.Context, *DescribePlayerSessionsInput, ...func(*Options)) (*DescribePlayerSessionsOutput, error)
}

DescribePlayerSessionsAPIClient is a client that implements the DescribePlayerSessions operation.

type DescribePlayerSessionsInput

type DescribePlayerSessionsInput struct {

	// A unique identifier for the game session to retrieve player sessions for.
	GameSessionId *string

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. If a player session ID is specified,
	// this parameter is ignored.
	Limit *int32

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

	// A unique identifier for a player to retrieve player sessions for.
	PlayerId *string

	// A unique identifier for a player session to retrieve.
	PlayerSessionId *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
}

Represents the input for a request operation.

type DescribePlayerSessionsOutput

type DescribePlayerSessionsOutput struct {

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// A collection of objects containing properties for each player session that
	// matches the request.
	PlayerSessions []types.PlayerSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribePlayerSessionsPaginator added in v0.30.0

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

DescribePlayerSessionsPaginator is a paginator for DescribePlayerSessions

func NewDescribePlayerSessionsPaginator added in v0.30.0

NewDescribePlayerSessionsPaginator returns a new DescribePlayerSessionsPaginator

func (*DescribePlayerSessionsPaginator) HasMorePages added in v0.30.0

func (p *DescribePlayerSessionsPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribePlayerSessionsPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribePlayerSessions page.

type DescribePlayerSessionsPaginatorOptions added in v0.30.0

type DescribePlayerSessionsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. If a player session ID is specified,
	// this parameter is ignored.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribePlayerSessionsPaginatorOptions is the paginator options for DescribePlayerSessions

type DescribeRuntimeConfigurationInput

type DescribeRuntimeConfigurationInput struct {

	// A unique identifier for a fleet to get the runtime configuration for. You can
	// use either the fleet ID or ARN value.
	//
	// This member is required.
	FleetId *string
}

Represents the input for a request operation.

type DescribeRuntimeConfigurationOutput

type DescribeRuntimeConfigurationOutput struct {

	// Instructions describing how server processes should be launched and maintained
	// on each instance in the fleet.
	RuntimeConfiguration *types.RuntimeConfiguration

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeScalingPoliciesAPIClient added in v0.30.0

type DescribeScalingPoliciesAPIClient interface {
	DescribeScalingPolicies(context.Context, *DescribeScalingPoliciesInput, ...func(*Options)) (*DescribeScalingPoliciesOutput, error)
}

DescribeScalingPoliciesAPIClient is a client that implements the DescribeScalingPolicies operation.

type DescribeScalingPoliciesInput

type DescribeScalingPoliciesInput struct {

	// A unique identifier for a fleet to retrieve scaling policies for. You can use
	// either the fleet ID or ARN value.
	//
	// This member is required.
	FleetId *string

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32

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

	// 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 types.ScalingStatusType
}

Represents the input for a request operation.

type DescribeScalingPoliciesOutput

type DescribeScalingPoliciesOutput struct {

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// A collection of objects containing the scaling policies matching the request.
	ScalingPolicies []types.ScalingPolicy

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type DescribeScalingPoliciesPaginator added in v0.30.0

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

DescribeScalingPoliciesPaginator is a paginator for DescribeScalingPolicies

func NewDescribeScalingPoliciesPaginator added in v0.30.0

NewDescribeScalingPoliciesPaginator returns a new DescribeScalingPoliciesPaginator

func (*DescribeScalingPoliciesPaginator) HasMorePages added in v0.30.0

func (p *DescribeScalingPoliciesPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*DescribeScalingPoliciesPaginator) NextPage added in v0.30.0

NextPage retrieves the next DescribeScalingPolicies page.

type DescribeScalingPoliciesPaginatorOptions added in v0.30.0

type DescribeScalingPoliciesPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

DescribeScalingPoliciesPaginatorOptions is the paginator options for DescribeScalingPolicies

type DescribeScriptInput

type DescribeScriptInput struct {

	// A unique identifier for a Realtime script to retrieve properties for. You can
	// use either the script ID or ARN value.
	//
	// This member is required.
	ScriptId *string
}

type DescribeScriptOutput

type DescribeScriptOutput struct {

	// A set of properties describing the requested script.
	Script *types.Script

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeVpcPeeringAuthorizationsInput

type DescribeVpcPeeringAuthorizationsInput struct {
}

type DescribeVpcPeeringAuthorizationsOutput

type DescribeVpcPeeringAuthorizationsOutput struct {

	// A collection of objects that describe all valid VPC peering operations for the
	// current AWS account.
	VpcPeeringAuthorizations []types.VpcPeeringAuthorization

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type DescribeVpcPeeringConnectionsInput

type DescribeVpcPeeringConnectionsInput struct {

	// A unique identifier for a fleet. You can use either the fleet ID or ARN value.
	FleetId *string
}

Represents the input for a request operation.

type DescribeVpcPeeringConnectionsOutput

type DescribeVpcPeeringConnectionsOutput struct {

	// A collection of VPC peering connection records that match the request.
	VpcPeeringConnections []types.VpcPeeringConnection

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type EndpointResolver

type EndpointResolver interface {
	ResolveEndpoint(region string, options EndpointResolverOptions) (aws.Endpoint, error)
}

EndpointResolver interface for resolving service endpoints.

func EndpointResolverFromURL added in v1.1.0

func EndpointResolverFromURL(url string, optFns ...func(*aws.Endpoint)) EndpointResolver

EndpointResolverFromURL returns an EndpointResolver configured using the provided endpoint url. By default, the resolved endpoint resolver uses the client region as signing region, and the endpoint source is set to EndpointSourceCustom.You can provide functional options to configure endpoint values for the resolved endpoint.

type EndpointResolverFunc

type EndpointResolverFunc func(region string, options EndpointResolverOptions) (aws.Endpoint, error)

EndpointResolverFunc is a helper utility that wraps a function so it satisfies the EndpointResolver interface. This is useful when you want to add additional endpoint resolving logic, or stub out specific endpoints with custom values.

func (EndpointResolverFunc) ResolveEndpoint

func (fn EndpointResolverFunc) ResolveEndpoint(region string, options EndpointResolverOptions) (endpoint aws.Endpoint, err error)

type EndpointResolverOptions added in v0.29.0

type EndpointResolverOptions = internalendpoints.Options

EndpointResolverOptions is the service endpoint resolver options

type GetGameSessionLogUrlInput

type GetGameSessionLogUrlInput struct {

	// A unique identifier for the game session to get logs for.
	//
	// This member is required.
	GameSessionId *string
}

Represents the input for a request operation.

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type GetInstanceAccessInput

type GetInstanceAccessInput struct {

	// A unique identifier for a fleet that contains the instance you want access to.
	// You can use either the fleet ID or ARN value. The fleet can be in any of the
	// following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status
	// may be accessible for a short time before they are deleted.
	//
	// This member is required.
	FleetId *string

	// A unique identifier for an instance you want to get access to. You can access an
	// instance in any status.
	//
	// This member is required.
	InstanceId *string
}

Represents the input for a request operation.

type GetInstanceAccessOutput

type GetInstanceAccessOutput struct {

	// The connection information for a fleet instance, including IP address and access
	// credentials.
	InstanceAccess *types.InstanceAccess

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type HTTPClient

type HTTPClient interface {
	Do(*http.Request) (*http.Response, error)
}

type HTTPSignerV4

type HTTPSignerV4 interface {
	SignHTTP(ctx context.Context, credentials aws.Credentials, r *http.Request, payloadHash string, service string, region string, signingTime time.Time, optFns ...func(*v4.SignerOptions)) error
}

type ListAliasesAPIClient added in v0.30.0

type ListAliasesAPIClient interface {
	ListAliases(context.Context, *ListAliasesInput, ...func(*Options)) (*ListAliasesOutput, error)
}

ListAliasesAPIClient is a client that implements the ListAliases operation.

type ListAliasesInput

type ListAliasesInput struct {

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32

	// A descriptive label that is associated with an alias. Alias names do not need to
	// be unique.
	Name *string

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

	// The routing type to filter results on. Use this parameter to retrieve only
	// aliases with a certain routing type. To retrieve all aliases, leave this
	// parameter empty. Possible routing types include the following:
	//
	// * SIMPLE -- The
	// alias resolves to one specific fleet. Use this type when routing to active
	// fleets.
	//
	// * TERMINAL -- The alias does not resolve to a fleet but instead can be
	// used to display a message to the user. A terminal alias throws a
	// TerminalRoutingStrategyException with the RoutingStrategy message embedded.
	RoutingStrategyType types.RoutingStrategyType
}

Represents the input for a request operation.

type ListAliasesOutput

type ListAliasesOutput struct {

	// A collection of alias resources that match the request parameters.
	Aliases []types.Alias

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type ListAliasesPaginator added in v0.30.0

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

ListAliasesPaginator is a paginator for ListAliases

func NewListAliasesPaginator added in v0.30.0

func NewListAliasesPaginator(client ListAliasesAPIClient, params *ListAliasesInput, optFns ...func(*ListAliasesPaginatorOptions)) *ListAliasesPaginator

NewListAliasesPaginator returns a new ListAliasesPaginator

func (*ListAliasesPaginator) HasMorePages added in v0.30.0

func (p *ListAliasesPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*ListAliasesPaginator) NextPage added in v0.30.0

func (p *ListAliasesPaginator) NextPage(ctx context.Context, optFns ...func(*Options)) (*ListAliasesOutput, error)

NextPage retrieves the next ListAliases page.

type ListAliasesPaginatorOptions added in v0.30.0

type ListAliasesPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

ListAliasesPaginatorOptions is the paginator options for ListAliases

type ListBuildsAPIClient added in v0.30.0

type ListBuildsAPIClient interface {
	ListBuilds(context.Context, *ListBuildsInput, ...func(*Options)) (*ListBuildsOutput, error)
}

ListBuildsAPIClient is a client that implements the ListBuilds operation.

type ListBuildsInput

type ListBuildsInput struct {

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32

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

	// 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 types.BuildStatus
}

Represents the input for a request operation.

type ListBuildsOutput

type ListBuildsOutput struct {

	// A collection of build resources that match the request.
	Builds []types.Build

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type ListBuildsPaginator added in v0.30.0

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

ListBuildsPaginator is a paginator for ListBuilds

func NewListBuildsPaginator added in v0.30.0

func NewListBuildsPaginator(client ListBuildsAPIClient, params *ListBuildsInput, optFns ...func(*ListBuildsPaginatorOptions)) *ListBuildsPaginator

NewListBuildsPaginator returns a new ListBuildsPaginator

func (*ListBuildsPaginator) HasMorePages added in v0.30.0

func (p *ListBuildsPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*ListBuildsPaginator) NextPage added in v0.30.0

func (p *ListBuildsPaginator) NextPage(ctx context.Context, optFns ...func(*Options)) (*ListBuildsOutput, error)

NextPage retrieves the next ListBuilds page.

type ListBuildsPaginatorOptions added in v0.30.0

type ListBuildsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

ListBuildsPaginatorOptions is the paginator options for ListBuilds

type ListFleetsAPIClient added in v0.30.0

type ListFleetsAPIClient interface {
	ListFleets(context.Context, *ListFleetsInput, ...func(*Options)) (*ListFleetsOutput, error)
}

ListFleetsAPIClient is a client that implements the ListFleets operation.

type ListFleetsInput

type ListFleetsInput struct {

	// A unique identifier for a build to return fleets for. Use this parameter to
	// return only fleets using a specified build. Use either the build ID or ARN
	// value. To retrieve all fleets, do not include either a BuildId and ScriptID
	// parameter.
	BuildId *string

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32

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

	// A unique identifier for a Realtime script to return fleets for. Use this
	// parameter to return only fleets using a specified script. Use either the script
	// ID or ARN value. To retrieve all fleets, leave this parameter empty.
	ScriptId *string
}

Represents the input for a request operation.

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

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type ListFleetsPaginator added in v0.30.0

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

ListFleetsPaginator is a paginator for ListFleets

func NewListFleetsPaginator added in v0.30.0

func NewListFleetsPaginator(client ListFleetsAPIClient, params *ListFleetsInput, optFns ...func(*ListFleetsPaginatorOptions)) *ListFleetsPaginator

NewListFleetsPaginator returns a new ListFleetsPaginator

func (*ListFleetsPaginator) HasMorePages added in v0.30.0

func (p *ListFleetsPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*ListFleetsPaginator) NextPage added in v0.30.0

func (p *ListFleetsPaginator) NextPage(ctx context.Context, optFns ...func(*Options)) (*ListFleetsOutput, error)

NextPage retrieves the next ListFleets page.

type ListFleetsPaginatorOptions added in v0.30.0

type ListFleetsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

ListFleetsPaginatorOptions is the paginator options for ListFleets

type ListGameServerGroupsAPIClient added in v0.30.0

type ListGameServerGroupsAPIClient interface {
	ListGameServerGroups(context.Context, *ListGameServerGroupsInput, ...func(*Options)) (*ListGameServerGroupsOutput, error)
}

ListGameServerGroupsAPIClient is a client that implements the ListGameServerGroups operation.

type ListGameServerGroupsInput

type ListGameServerGroupsInput struct {

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential segments.
	Limit *int32

	// A token that indicates the start of the next sequential segment of results. Use
	// the token returned with the previous call to this operation. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string
}

type ListGameServerGroupsOutput

type ListGameServerGroupsOutput struct {

	// A collection of game server group objects that match the request.
	GameServerGroups []types.GameServerGroup

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type ListGameServerGroupsPaginator added in v0.30.0

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

ListGameServerGroupsPaginator is a paginator for ListGameServerGroups

func NewListGameServerGroupsPaginator added in v0.30.0

NewListGameServerGroupsPaginator returns a new ListGameServerGroupsPaginator

func (*ListGameServerGroupsPaginator) HasMorePages added in v0.30.0

func (p *ListGameServerGroupsPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*ListGameServerGroupsPaginator) NextPage added in v0.30.0

NextPage retrieves the next ListGameServerGroups page.

type ListGameServerGroupsPaginatorOptions added in v0.30.0

type ListGameServerGroupsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential segments.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

ListGameServerGroupsPaginatorOptions is the paginator options for ListGameServerGroups

type ListGameServersAPIClient added in v0.30.0

type ListGameServersAPIClient interface {
	ListGameServers(context.Context, *ListGameServersInput, ...func(*Options)) (*ListGameServersOutput, error)
}

ListGameServersAPIClient is a client that implements the ListGameServers operation.

type ListGameServersInput

type ListGameServersInput struct {

	// An identifier for the game server group to retrieve a list of game servers from.
	// Use either the GameServerGroup name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential segments.
	Limit *int32

	// A token that indicates the start of the next sequential segment of results. Use
	// the token returned with the previous call to this operation. To start at the
	// beginning of the result set, do not specify a value.
	NextToken *string

	// Indicates how to sort the returned data based on game server registration
	// timestamp. Use ASCENDING to retrieve oldest game servers first, or use
	// DESCENDING to retrieve newest game servers first. If this parameter is left
	// empty, game servers are returned in no particular order.
	SortOrder types.SortOrder
}

type ListGameServersOutput

type ListGameServersOutput struct {

	// A collection of game server objects that match the request.
	GameServers []types.GameServer

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

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type ListGameServersPaginator added in v0.30.0

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

ListGameServersPaginator is a paginator for ListGameServers

func NewListGameServersPaginator added in v0.30.0

func NewListGameServersPaginator(client ListGameServersAPIClient, params *ListGameServersInput, optFns ...func(*ListGameServersPaginatorOptions)) *ListGameServersPaginator

NewListGameServersPaginator returns a new ListGameServersPaginator

func (*ListGameServersPaginator) HasMorePages added in v0.30.0

func (p *ListGameServersPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*ListGameServersPaginator) NextPage added in v0.30.0

func (p *ListGameServersPaginator) NextPage(ctx context.Context, optFns ...func(*Options)) (*ListGameServersOutput, error)

NextPage retrieves the next ListGameServers page.

type ListGameServersPaginatorOptions added in v0.30.0

type ListGameServersPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential segments.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

ListGameServersPaginatorOptions is the paginator options for ListGameServers

type ListScriptsAPIClient added in v0.30.0

type ListScriptsAPIClient interface {
	ListScripts(context.Context, *ListScriptsInput, ...func(*Options)) (*ListScriptsOutput, error)
}

ListScriptsAPIClient is a client that implements the ListScripts operation.

type ListScriptsInput

type ListScriptsInput struct {

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int32

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

type ListScriptsOutput

type ListScriptsOutput struct {

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

	// A set of properties describing the requested script.
	Scripts []types.Script

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type ListScriptsPaginator added in v0.30.0

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

ListScriptsPaginator is a paginator for ListScripts

func NewListScriptsPaginator added in v0.30.0

func NewListScriptsPaginator(client ListScriptsAPIClient, params *ListScriptsInput, optFns ...func(*ListScriptsPaginatorOptions)) *ListScriptsPaginator

NewListScriptsPaginator returns a new ListScriptsPaginator

func (*ListScriptsPaginator) HasMorePages added in v0.30.0

func (p *ListScriptsPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*ListScriptsPaginator) NextPage added in v0.30.0

func (p *ListScriptsPaginator) NextPage(ctx context.Context, optFns ...func(*Options)) (*ListScriptsOutput, error)

NextPage retrieves the next ListScripts page.

type ListScriptsPaginatorOptions added in v0.30.0

type ListScriptsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

ListScriptsPaginatorOptions is the paginator options for ListScripts

type ListTagsForResourceInput

type ListTagsForResourceInput struct {

	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) that is
	// assigned to and uniquely identifies the GameLift resource that you want to
	// retrieve tags for. GameLift resource ARNs are included in the data object for
	// the resource, which can be retrieved by calling a List or Describe operation for
	// the resource type.
	//
	// This member is required.
	ResourceARN *string
}

type ListTagsForResourceOutput

type ListTagsForResourceOutput struct {

	// The collection of tags that have been assigned to the specified resource.
	Tags []types.Tag

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type Options

type Options struct {
	// Set of options to modify how an operation is invoked. These apply to all
	// operations invoked for this client. Use functional options on operation call to
	// modify this list for per operation behavior.
	APIOptions []func(*middleware.Stack) error

	// Configures the events that will be sent to the configured logger.
	ClientLogMode aws.ClientLogMode

	// The credentials object to use when signing requests.
	Credentials aws.CredentialsProvider

	// The endpoint options to be used when attempting to resolve an endpoint.
	EndpointOptions EndpointResolverOptions

	// The service endpoint resolver.
	EndpointResolver EndpointResolver

	// Signature Version 4 (SigV4) Signer
	HTTPSignerV4 HTTPSignerV4

	// The logger writer interface to write logging messages to.
	Logger logging.Logger

	// The region to send requests to. (Required)
	Region string

	// Retryer guides how HTTP requests should be retried in case of recoverable
	// failures. When nil the API client will use a default retryer.
	Retryer aws.Retryer

	// The HTTP client to invoke API calls with. Defaults to client's default HTTP
	// implementation if nil.
	HTTPClient HTTPClient
}

func (Options) Copy

func (o Options) Copy() Options

Copy creates a clone where the APIOptions list is deep copied.

type PutScalingPolicyInput

type PutScalingPolicyInput struct {

	// A unique identifier for a fleet to apply this policy to. You can use either the
	// fleet ID or ARN value. The fleet cannot be in any of the following statuses:
	// ERROR or DELETING.
	//
	// This member is required.
	FleetId *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.
	//
	// This member is required.
	MetricName types.MetricName

	// A 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.
	//
	// This member is required.
	Name *string

	// Comparison operator to use when measuring the metric against the threshold
	// value.
	ComparisonOperator types.ComparisonOperatorType

	// Length of time (in minutes) the metric must be at or beyond the threshold before
	// a scaling event is triggered.
	EvaluationPeriods *int32

	// The type of scaling policy to create. For a target-based policy, set the
	// parameter MetricName to 'PercentAvailableGameSessions' and specify a
	// TargetConfiguration. For a rule-based policy set the following parameters:
	// MetricName, ComparisonOperator, Threshold, EvaluationPeriods,
	// ScalingAdjustmentType, and ScalingAdjustment.
	PolicyType types.PolicyType

	// Amount of adjustment to make, based on the scaling adjustment type.
	ScalingAdjustment int32

	// The type of adjustment to make to a fleet's instance count (see
	// FleetCapacity):
	//
	// * ChangeInCapacity -- add (or subtract) the scaling adjustment
	// value from the current instance count. Positive values scale up while negative
	// values scale down.
	//
	// * ExactCapacity -- set the instance count to the scaling
	// adjustment value.
	//
	// * PercentChangeInCapacity -- increase or reduce the current
	// instance count by the scaling adjustment, read as a percentage. Positive values
	// scale up while negative values scale down; for example, a value of "-10" scales
	// the fleet down by 10%.
	ScalingAdjustmentType types.ScalingAdjustmentType

	// The settings for a target-based scaling policy.
	TargetConfiguration *types.TargetConfiguration

	// Metric value used to trigger a scaling event.
	Threshold float64
}

Represents the input for a request operation.

type PutScalingPolicyOutput

type PutScalingPolicyOutput struct {

	// A descriptive label that is associated with a scaling policy. Policy names do
	// not need to be unique.
	Name *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type RegisterGameServerInput

type RegisterGameServerInput struct {

	// A unique identifier for the game server group where the game server is running.
	// Use either the GameServerGroup name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string

	// A custom string that uniquely identifies the game server to register. Game
	// server IDs are developer-defined and must be unique across all game server
	// groups in your AWS account.
	//
	// This member is required.
	GameServerId *string

	// The unique identifier for the instance where the game server is running. This ID
	// is available in the instance metadata. EC2 instance IDs use a 17-character
	// format, for example: i-1234567890abcdef0.
	//
	// This member is required.
	InstanceId *string

	// Information that is needed to make inbound client connections to the game
	// server. This might include the IP address and port, DNS name, and other
	// information.
	ConnectionInfo *string

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

type RegisterGameServerOutput

type RegisterGameServerOutput struct {

	// Object that describes the newly registered game server.
	GameServer *types.GameServer

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type RequestUploadCredentialsInput

type RequestUploadCredentialsInput struct {

	// A unique identifier for a build to get credentials for. You can use either the
	// build ID or ARN value.
	//
	// This member is required.
	BuildId *string
}

Represents the input for a request operation.

type RequestUploadCredentialsOutput

type RequestUploadCredentialsOutput struct {

	// Amazon S3 path and key, identifying where the game build files are stored.
	StorageLocation *types.S3Location

	// 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 *types.AwsCredentials

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type ResolveAliasInput

type ResolveAliasInput struct {

	// The unique identifier of the alias that you want to retrieve a fleet ID for. You
	// can use either the alias ID or ARN value.
	//
	// This member is required.
	AliasId *string
}

Represents the input for a request operation.

type ResolveAliasOutput

type ResolveAliasOutput struct {

	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// associated with the GameLift fleet resource that this alias points to.
	FleetArn *string

	// The fleet identifier that the alias is pointing to.
	FleetId *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type ResolveEndpoint

type ResolveEndpoint struct {
	Resolver EndpointResolver
	Options  EndpointResolverOptions
}

func (*ResolveEndpoint) HandleSerialize

func (*ResolveEndpoint) ID

func (*ResolveEndpoint) ID() string

type ResumeGameServerGroupInput

type ResumeGameServerGroupInput struct {

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string

	// The activity to resume for this game server group.
	//
	// This member is required.
	ResumeActions []types.GameServerGroupAction
}

type ResumeGameServerGroupOutput

type ResumeGameServerGroupOutput struct {

	// An object that describes the game server group resource, with the
	// SuspendedActions property updated to reflect the resumed activity.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type SearchGameSessionsAPIClient added in v0.30.0

type SearchGameSessionsAPIClient interface {
	SearchGameSessions(context.Context, *SearchGameSessionsInput, ...func(*Options)) (*SearchGameSessionsOutput, error)
}

SearchGameSessionsAPIClient is a client that implements the SearchGameSessions operation.

type SearchGameSessionsInput

type SearchGameSessionsInput struct {

	// A unique identifier for an alias associated with the fleet to search for active
	// game sessions. You can use either the alias ID or ARN value. Each request must
	// reference either a fleet ID or alias ID, but not both.
	AliasId *string

	// 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

	// A unique identifier for a fleet to search for active game sessions. You can use
	// either the fleet ID or ARN value. Each request must reference either a fleet ID
	// or alias ID, but not both.
	FleetId *string

	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. The maximum number of results returned
	// is 20, even if this value is not set or is set higher than 20.
	Limit *int32

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

	// 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
}

Represents the input for a request operation.

type SearchGameSessionsOutput

type SearchGameSessionsOutput struct {

	// A collection of objects containing game session properties for each session
	// matching the request.
	GameSessions []types.GameSession

	// Token that indicates where to resume retrieving results on the next call to this
	// operation. If no token is returned, these results represent the end of the list.
	NextToken *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type SearchGameSessionsPaginator added in v0.30.0

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

SearchGameSessionsPaginator is a paginator for SearchGameSessions

func NewSearchGameSessionsPaginator added in v0.30.0

func NewSearchGameSessionsPaginator(client SearchGameSessionsAPIClient, params *SearchGameSessionsInput, optFns ...func(*SearchGameSessionsPaginatorOptions)) *SearchGameSessionsPaginator

NewSearchGameSessionsPaginator returns a new SearchGameSessionsPaginator

func (*SearchGameSessionsPaginator) HasMorePages added in v0.30.0

func (p *SearchGameSessionsPaginator) HasMorePages() bool

HasMorePages returns a boolean indicating whether more pages are available

func (*SearchGameSessionsPaginator) NextPage added in v0.30.0

func (p *SearchGameSessionsPaginator) NextPage(ctx context.Context, optFns ...func(*Options)) (*SearchGameSessionsOutput, error)

NextPage retrieves the next SearchGameSessions page.

type SearchGameSessionsPaginatorOptions added in v0.30.0

type SearchGameSessionsPaginatorOptions struct {
	// The maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. The maximum number of results returned
	// is 20, even if this value is not set or is set higher than 20.
	Limit int32

	// Set to true if pagination should stop if the service returns a pagination token
	// that matches the most recent token provided to the service.
	StopOnDuplicateToken bool
}

SearchGameSessionsPaginatorOptions is the paginator options for SearchGameSessions

type StartFleetActionsInput

type StartFleetActionsInput struct {

	// List of actions to restart on the fleet.
	//
	// This member is required.
	Actions []types.FleetAction

	// A unique identifier for a fleet to start actions on. You can use either the
	// fleet ID or ARN value.
	//
	// This member is required.
	FleetId *string
}

type StartFleetActionsOutput

type StartFleetActionsOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type StartGameSessionPlacementInput

type StartGameSessionPlacementInput struct {

	// Name of the queue to use to place the new game session. You can use either the
	// queue name or ARN value.
	//
	// This member is required.
	GameSessionQueueName *string

	// The maximum number of players that can be connected simultaneously to the game
	// session.
	//
	// This member is required.
	MaximumPlayerSessionCount *int32

	// A unique identifier to assign to the new game session placement. This value is
	// developer-defined. The value must be unique across all Regions and cannot be
	// reused unless you are resubmitting a canceled or timed-out placement request.
	//
	// This member is required.
	PlacementId *string

	// Set of information on each player to create a player session for.
	DesiredPlayerSessions []types.DesiredPlayerSession

	// 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 []types.GameProperty

	// 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

	// A descriptive label that is associated with a game session. Session names do not
	// need to be unique.
	GameSessionName *string

	// 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 []types.PlayerLatency
}

Represents the input for a request operation.

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 *types.GameSessionPlacement

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type StartMatchBackfillInput

type StartMatchBackfillInput struct {

	// Name of the matchmaker to use for this request. You can use either the
	// configuration name or ARN value. The ARN of the matchmaker that was used with
	// the original game session is listed in the GameSession object, MatchmakerData
	// property.
	//
	// This member is required.
	ConfigurationName *string

	// Match information on all players that are currently assigned to the game
	// session. This information is used by the matchmaker to find new players and add
	// them to the existing game.
	//
	// * PlayerID, PlayerAttributes, Team -\\- This
	// information is maintained in the GameSession object, MatchmakerData property,
	// for all players who are currently assigned to the game session. The matchmaker
	// data is in JSON syntax, formatted as a string. For more details, see  Match Data
	// (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data).
	//
	// *
	// LatencyInMs -\\- If the matchmaker uses player latency, include a latency value,
	// in milliseconds, for the Region that the game session is currently in. Do not
	// include latency values for any other Region.
	//
	// This member is required.
	Players []types.Player

	// Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// that is assigned to a game session and uniquely identifies it. This is the same
	// as the game session ID.
	GameSessionArn *string

	// A unique identifier for a matchmaking ticket. If no ticket ID is specified here,
	// Amazon GameLift will generate one in the form of a UUID. Use this identifier to
	// track the match backfill ticket status and retrieve match results.
	TicketId *string
}

Represents the input for a request operation.

type StartMatchBackfillOutput

type StartMatchBackfillOutput struct {

	// Ticket representing the backfill matchmaking request. This object includes the
	// information in the request, ticket status, and match results as generated during
	// the matchmaking process.
	MatchmakingTicket *types.MatchmakingTicket

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type StartMatchmakingInput

type StartMatchmakingInput struct {

	// Name of the matchmaking configuration to use for this request. Matchmaking
	// configurations must exist in the same Region as this request. You can use either
	// the configuration name or ARN value.
	//
	// This member is required.
	ConfigurationName *string

	// 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.
	//
	// This member is required.
	Players []types.Player

	// A unique identifier for a matchmaking ticket. If no ticket ID is specified here,
	// Amazon GameLift will generate one in the form of a UUID. Use this identifier to
	// track the matchmaking ticket status and retrieve match results.
	TicketId *string
}

Represents the input for a request operation.

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 *types.MatchmakingTicket

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type StopFleetActionsInput

type StopFleetActionsInput struct {

	// List of actions to suspend on the fleet.
	//
	// This member is required.
	Actions []types.FleetAction

	// A unique identifier for a fleet to stop actions on. You can use either the fleet
	// ID or ARN value.
	//
	// This member is required.
	FleetId *string
}

type StopFleetActionsOutput

type StopFleetActionsOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type StopGameSessionPlacementInput

type StopGameSessionPlacementInput struct {

	// A unique identifier for a game session placement to cancel.
	//
	// This member is required.
	PlacementId *string
}

Represents the input for a request operation.

type StopGameSessionPlacementOutput

type StopGameSessionPlacementOutput struct {

	// Object that describes the canceled game session placement, with CANCELLED status
	// and an end time stamp.
	GameSessionPlacement *types.GameSessionPlacement

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type StopMatchmakingInput

type StopMatchmakingInput struct {

	// A unique identifier for a matchmaking ticket.
	//
	// This member is required.
	TicketId *string
}

Represents the input for a request operation.

type StopMatchmakingOutput

type StopMatchmakingOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type SuspendGameServerGroupInput

type SuspendGameServerGroupInput struct {

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string

	// The activity to suspend for this game server group.
	//
	// This member is required.
	SuspendActions []types.GameServerGroupAction
}

type SuspendGameServerGroupOutput

type SuspendGameServerGroupOutput struct {

	// An object that describes the game server group resource, with the
	// SuspendedActions property updated to reflect the suspended activity.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type TagResourceInput

type TagResourceInput struct {

	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) that is
	// assigned to and uniquely identifies the GameLift resource that you want to
	// assign tags to. GameLift resource ARNs are included in the data object for the
	// resource, which can be retrieved by calling a List or Describe operation for the
	// resource type.
	//
	// This member is required.
	ResourceARN *string

	// A list of one or more tags to assign to the specified GameLift resource. Tags
	// are developer-defined and structured as key-value pairs. The maximum tag limit
	// may be lower than stated. See  Tagging AWS Resources
	// (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) for actual
	// tagging limits.
	//
	// This member is required.
	Tags []types.Tag
}

type TagResourceOutput

type TagResourceOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type UntagResourceInput

type UntagResourceInput struct {

	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) that is
	// assigned to and uniquely identifies the GameLift resource that you want to
	// remove tags from. GameLift resource ARNs are included in the data object for the
	// resource, which can be retrieved by calling a List or Describe operation for the
	// resource type.
	//
	// This member is required.
	ResourceARN *string

	// A list of one or more tag keys to remove from the specified GameLift resource.
	// An AWS resource can have only one tag with a specific tag key, so specifying the
	// tag key identifies which tag to remove.
	//
	// This member is required.
	TagKeys []string
}

type UntagResourceOutput

type UntagResourceOutput struct {
	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type UpdateAliasInput

type UpdateAliasInput struct {

	// A unique identifier for the alias that you want to update. You can use either
	// the alias ID or ARN value.
	//
	// This member is required.
	AliasId *string

	// A human-readable description of the alias.
	Description *string

	// A descriptive label that is associated with an alias. Alias names do not need to
	// be unique.
	Name *string

	// The routing configuration, including routing type and fleet target, for the
	// alias.
	RoutingStrategy *types.RoutingStrategy
}

Represents the input for a request operation.

type UpdateAliasOutput

type UpdateAliasOutput struct {

	// The updated alias resource.
	Alias *types.Alias

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type UpdateBuildInput

type UpdateBuildInput struct {

	// A unique identifier for a build to update. You can use either the build ID or
	// ARN value.
	//
	// This member is required.
	BuildId *string

	// A descriptive label that is associated with a build. Build names do not need to
	// be unique.
	Name *string

	// Version information that is associated with a build or script. Version strings
	// do not need to be unique.
	Version *string
}

Represents the input for a request operation.

type UpdateBuildOutput

type UpdateBuildOutput struct {

	// The updated build resource.
	Build *types.Build

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type UpdateFleetAttributesInput

type UpdateFleetAttributesInput struct {

	// A unique identifier for a fleet to update attribute metadata for. You can use
	// either the fleet ID or ARN value.
	//
	// This member is required.
	FleetId *string

	// Human-readable description of a fleet.
	Description *string

	// 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

	// A descriptive label that is associated with a fleet. Fleet names do not need to
	// be unique.
	Name *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 types.ProtectionPolicy

	// Policy that limits the number of game sessions an individual player can create
	// over a span of time.
	ResourceCreationLimitPolicy *types.ResourceCreationLimitPolicy
}

Represents the input for a request operation.

type UpdateFleetAttributesOutput

type UpdateFleetAttributesOutput struct {

	// A unique identifier for a fleet that was updated. Use either the fleet ID or ARN
	// value.
	FleetId *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type UpdateFleetCapacityInput

type UpdateFleetCapacityInput struct {

	// A unique identifier for a fleet to update capacity for. You can use either the
	// fleet ID or ARN value.
	//
	// This member is required.
	FleetId *string

	// Number of EC2 instances you want this fleet to host.
	DesiredInstances *int32

	// The maximum value allowed for the fleet's instance count. Default if not set is
	// 1.
	MaxSize *int32

	// The minimum value allowed for the fleet's instance count. Default if not set is
	// 0.
	MinSize *int32
}

Represents the input for a request operation.

type UpdateFleetCapacityOutput

type UpdateFleetCapacityOutput struct {

	// A unique identifier for a fleet that was updated.
	FleetId *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type UpdateFleetPortSettingsInput

type UpdateFleetPortSettingsInput struct {

	// A unique identifier for a fleet to update port settings for. You can use either
	// the fleet ID or ARN value.
	//
	// This member is required.
	FleetId *string

	// A collection of port settings to be added to the fleet resource.
	InboundPermissionAuthorizations []types.IpPermission

	// A collection of port settings to be removed from the fleet resource.
	InboundPermissionRevocations []types.IpPermission
}

Represents the input for a request operation.

type UpdateFleetPortSettingsOutput

type UpdateFleetPortSettingsOutput struct {

	// A unique identifier for a fleet that was updated.
	FleetId *string

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type UpdateGameServerGroupInput

type UpdateGameServerGroupInput struct {

	// A unique identifier for the game server group. Use either the GameServerGroup
	// name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string

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

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

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

	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) for an IAM
	// role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
	RoleArn *string
}

type UpdateGameServerGroupOutput

type UpdateGameServerGroupOutput struct {

	// An object that describes the game server group resource with updated properties.
	GameServerGroup *types.GameServerGroup

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type UpdateGameServerInput

type UpdateGameServerInput struct {

	// A unique identifier for the game server group where the game server is running.
	// Use either the GameServerGroup name or ARN value.
	//
	// This member is required.
	GameServerGroupName *string

	// A custom string that uniquely identifies the game server to update.
	//
	// This member is required.
	GameServerId *string

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

	// Indicates health status of the game server. A request that includes this
	// parameter updates the game server's LastHealthCheckTime timestamp.
	HealthCheck types.GameServerHealthCheck

	// Indicates whether the game server is available or is currently hosting gameplay.
	UtilizationStatus types.GameServerUtilizationStatus
}

type UpdateGameServerOutput

type UpdateGameServerOutput struct {

	// Object that describes the newly updated game server.
	GameServer *types.GameServer

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type UpdateGameSessionInput

type UpdateGameSessionInput struct {

	// A unique identifier for the game session to update.
	//
	// This member is required.
	GameSessionId *string

	// The maximum number of players that can be connected simultaneously to the game
	// session.
	MaximumPlayerSessionCount *int32

	// A descriptive label that is associated with a game session. Session names do not
	// need to be unique.
	Name *string

	// Policy determining whether or not the game session accepts new players.
	PlayerSessionCreationPolicy types.PlayerSessionCreationPolicy

	// Game session protection policy to apply to this game session only.
	//
	// *
	// NoProtection -- The game session can be terminated during a scale-down event.
	//
	// *
	// FullProtection -- If the game session is in an ACTIVE status, it cannot be
	// terminated during a scale-down event.
	ProtectionPolicy types.ProtectionPolicy
}

Represents the input for a request operation.

type UpdateGameSessionOutput

type UpdateGameSessionOutput struct {

	// The updated game session metadata.
	GameSession *types.GameSession

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type UpdateGameSessionQueueInput

type UpdateGameSessionQueueInput struct {

	// A descriptive label that is associated with game session queue. Queue names must
	// be unique within each Region. You can use either the queue ID or ARN value.
	//
	// This member is required.
	Name *string

	// A 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 []types.GameSessionQueueDestination

	// A 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, the policy 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 []types.PlayerLatencyPolicy

	// The maximum time, in seconds, that a new game session placement request remains
	// in the queue. When a request exceeds this time, the game session placement
	// changes to a TIMED_OUT status.
	TimeoutInSeconds *int32
}

Represents the input for a request operation.

type UpdateGameSessionQueueOutput

type UpdateGameSessionQueueOutput struct {

	// An object that describes the newly updated game session queue.
	GameSessionQueue *types.GameSessionQueue

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type UpdateMatchmakingConfigurationInput

type UpdateMatchmakingConfigurationInput struct {

	// A unique identifier for a matchmaking configuration to update. You can use
	// either the configuration name or ARN value.
	//
	// This member is required.
	Name *string

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

	// The length of time (in seconds) to wait for players to accept a proposed match,
	// if acceptance is required. If any player rejects the match or fails to accept
	// before the timeout, the tickets are returned to the ticket pool and continue to
	// be evaluated for an acceptable match.
	AcceptanceTimeoutSeconds *int32

	// The number of player slots in a match to keep open for future players. For
	// example, assume that the configuration's rule set specifies a match for a single
	// 12-person team. If the additional player count is set to 2, only 10 players are
	// initially selected for the match. This parameter is not used if FlexMatchMode is
	// set to STANDALONE.
	AdditionalPlayerCount *int32

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

	// Information to add to all events related to the matchmaking configuration.
	CustomEventData *string

	// A descriptive label that is associated with matchmaking configuration.
	Description *string

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

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

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

	// Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html))
	// that is assigned to a GameLift game session queue resource and uniquely
	// identifies it. ARNs are unique across all Regions. Queues can be located in any
	// Region. Queues are used to start new GameLift-hosted game sessions for matches
	// that are created with this matchmaking configuration. If FlexMatchMode is set to
	// STANDALONE, do not set this parameter.
	GameSessionQueueArns []string

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

	// The maximum duration, in seconds, that a matchmaking ticket can remain in
	// process before timing out. Requests that fail due to timing out can be
	// resubmitted as needed.
	RequestTimeoutSeconds *int32

	// A unique identifier for a matchmaking rule set to use with this configuration.
	// You can use either the rule set name or ARN value. A matchmaking configuration
	// can only use rule sets that are defined in the same Region.
	RuleSetName *string
}

Represents the input for a request operation.

type UpdateMatchmakingConfigurationOutput

type UpdateMatchmakingConfigurationOutput struct {

	// The updated matchmaking configuration.
	Configuration *types.MatchmakingConfiguration

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type UpdateRuntimeConfigurationInput

type UpdateRuntimeConfigurationInput struct {

	// A unique identifier for a fleet to update runtime configuration for. You can use
	// either the fleet ID or ARN value.
	//
	// This member is required.
	FleetId *string

	// Instructions for launching server processes on each instance in the fleet.
	// Server processes run either a custom game build executable or a Realtime Servers
	// script. The runtime configuration lists the types of server processes to run on
	// an instance 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
	// runtime configuration with at least one server process configuration.
	//
	// This member is required.
	RuntimeConfiguration *types.RuntimeConfiguration
}

Represents the input for a request operation.

type UpdateRuntimeConfigurationOutput

type UpdateRuntimeConfigurationOutput struct {

	// The runtime configuration currently in force. If the update was successful, this
	// object matches the one in the request.
	RuntimeConfiguration *types.RuntimeConfiguration

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

type UpdateScriptInput

type UpdateScriptInput struct {

	// A unique identifier for a Realtime script to update. You can use either the
	// script ID or ARN value.
	//
	// This member is required.
	ScriptId *string

	// A descriptive label that is associated with a script. Script names do not need
	// to be unique.
	Name *string

	// The Amazon S3 location of your Realtime scripts. The storage location must
	// specify the S3 bucket name, the zip file name (the "key"), and an IAM role ARN
	// that allows Amazon GameLift to access the S3 storage location. The S3 bucket
	// must be in the same Region as the script you're updating. 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. To call this operation with a storage location, you must have
	// IAM PassRole permission. For more details on IAM roles and PassRole permissions,
	// see  Set up a role for GameLift access
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html).
	StorageLocation *types.S3Location

	// The version that is associated with a build or script. Version strings do not
	// need to be unique.
	Version *string

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

type UpdateScriptOutput

type UpdateScriptOutput struct {

	// The newly created script record with a unique script ID. The new script's
	// storage location reflects an Amazon S3 location: (1) If the script was uploaded
	// from an S3 bucket under your account, the storage location reflects the
	// information that was provided in the CreateScript request; (2) If the script
	// file was uploaded from a local zip file, the storage location reflects an S3
	// location controls by the Amazon GameLift service.
	Script *types.Script

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

type ValidateMatchmakingRuleSetInput

type ValidateMatchmakingRuleSetInput struct {

	// A collection of matchmaking rules to validate, formatted as a JSON string.
	//
	// This member is required.
	RuleSetBody *string
}

Represents the input for a request operation.

type ValidateMatchmakingRuleSetOutput

type ValidateMatchmakingRuleSetOutput struct {

	// A response indicating whether the rule set is valid.
	Valid *bool

	// Metadata pertaining to the operation's result.
	ResultMetadata middleware.Metadata
}

Represents the returned data in response to a request operation.

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