Documentation ¶
Index ¶
- type AcceptanceType
- type Alias
- type AttributeValue
- type AwsCredentials
- type BackfillMode
- type BalancingStrategy
- type Build
- type BuildStatus
- type CertificateConfiguration
- type CertificateType
- type ComparisonOperatorType
- type ConflictException
- type DesiredPlayerSession
- type EC2InstanceCounts
- type EC2InstanceLimit
- type EC2InstanceType
- type Event
- type EventCode
- type FleetAction
- type FleetAttributes
- type FleetCapacity
- type FleetCapacityExceededException
- type FleetStatus
- type FleetType
- type FleetUtilization
- type FlexMatchMode
- type GameProperty
- type GameServer
- type GameServerClaimStatus
- type GameServerGroup
- type GameServerGroupAction
- type GameServerGroupAutoScalingPolicy
- type GameServerGroupDeleteOption
- type GameServerGroupInstanceType
- type GameServerGroupStatus
- type GameServerHealthCheck
- type GameServerInstance
- type GameServerInstanceStatus
- type GameServerProtectionPolicy
- type GameServerUtilizationStatus
- type GameSession
- type GameSessionConnectionInfo
- type GameSessionDetail
- type GameSessionFullException
- type GameSessionPlacement
- type GameSessionPlacementState
- type GameSessionQueue
- type GameSessionQueueDestination
- type GameSessionStatus
- type GameSessionStatusReason
- type IdempotentParameterMismatchException
- type Instance
- type InstanceAccess
- type InstanceCredentials
- type InstanceDefinition
- type InstanceStatus
- type InternalServiceException
- type InvalidFleetStatusException
- type InvalidGameSessionStatusException
- type InvalidRequestException
- type IpPermission
- type IpProtocol
- type LaunchTemplateSpecification
- type LimitExceededException
- type MatchedPlayerSession
- type MatchmakingConfiguration
- type MatchmakingConfigurationStatus
- type MatchmakingRuleSet
- type MatchmakingTicket
- type MetricName
- type NotFoundException
- type OperatingSystem
- type OutOfCapacityException
- type PlacedPlayerSession
- type Player
- type PlayerLatency
- type PlayerLatencyPolicy
- type PlayerSession
- type PlayerSessionCreationPolicy
- type PlayerSessionStatus
- type PolicyType
- type ProtectionPolicy
- type ResourceCreationLimitPolicy
- type RoutingStrategy
- type RoutingStrategyType
- type RuntimeConfiguration
- type S3Location
- type ScalingAdjustmentType
- type ScalingPolicy
- type ScalingStatusType
- type Script
- type ServerProcess
- type SortOrder
- type Tag
- type TaggingFailedException
- type TargetConfiguration
- type TargetTrackingConfiguration
- type TerminalRoutingStrategyException
- type UnauthorizedException
- type UnsupportedRegionException
- type VpcPeeringAuthorization
- type VpcPeeringConnection
- type VpcPeeringConnectionStatus
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type AcceptanceType ¶
type AcceptanceType string
const ( AcceptanceTypeAccept AcceptanceType = "ACCEPT" AcceptanceTypeReject AcceptanceType = "REJECT" )
Enum values for AcceptanceType
func (AcceptanceType) Values ¶ added in v0.29.0
func (AcceptanceType) Values() []AcceptanceType
Values returns all known values for AcceptanceType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type Alias ¶
type Alias struct { // Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift alias resource and uniquely identifies it. ARNs // are unique across all Regions. In a GameLift alias ARN, the resource ID matches // the alias ID value. AliasArn *string // A unique identifier for an alias. Alias IDs are unique within a Region. AliasId *string // A time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // A human-readable description of an alias. Description *string // The time that this data object was last modified. Format is a number expressed // in Unix time as milliseconds (for example "1469498468.057"). LastUpdatedTime *time.Time // 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 *RoutingStrategy }
Properties that describe an alias resource.
* CreateAlias
* ListAliases
* DescribeAlias
* UpdateAlias
* DeleteAlias
* ResolveAlias
type AttributeValue ¶
type AttributeValue struct { // For number values, expressed as double. N *float64 // For single string values. Maximum string length is 100 characters. S *string // For a map of up to 10 data type:value pairs. Maximum length for each string // value is 100 characters. SDM map[string]float64 // For a list of up to 10 strings. Maximum length for each string is 100 // characters. Duplicate values are not recognized; all occurrences of the repeated // value after the first of a repeated value are ignored. SL []string }
Values for use in Player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.
type AwsCredentials ¶
type AwsCredentials struct { // Temporary key allowing access to the Amazon GameLift S3 account. AccessKeyId *string // Temporary secret key allowing access to the Amazon GameLift S3 account. SecretAccessKey *string // Token used to associate a specific build ID with the files uploaded using these // credentials. SessionToken *string }
Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.
type BackfillMode ¶
type BackfillMode string
const ( BackfillModeAutomatic BackfillMode = "AUTOMATIC" BackfillModeManual BackfillMode = "MANUAL" )
Enum values for BackfillMode
func (BackfillMode) Values ¶ added in v0.29.0
func (BackfillMode) Values() []BackfillMode
Values returns all known values for BackfillMode. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type BalancingStrategy ¶
type BalancingStrategy string
const ( BalancingStrategySpotOnly BalancingStrategy = "SPOT_ONLY" BalancingStrategySpotPreferred BalancingStrategy = "SPOT_PREFERRED" BalancingStrategyOnDemandOnly BalancingStrategy = "ON_DEMAND_ONLY" )
Enum values for BalancingStrategy
func (BalancingStrategy) Values ¶ added in v0.29.0
func (BalancingStrategy) Values() []BalancingStrategy
Values returns all known values for BalancingStrategy. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type Build ¶
type Build struct { // Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift build resource and uniquely identifies it. ARNs // are unique across all Regions. In a GameLift build ARN, the resource ID matches // the BuildId value. BuildArn *string // A unique identifier for a build. BuildId *string // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // A descriptive label that is associated with a build. Build names do not need to // be unique. It can be set using CreateBuild or UpdateBuild. Name *string // Operating system that the game server binaries are built to run on. This value // determines the type of fleet resources that you can use for this build. OperatingSystem OperatingSystem // File size of the uploaded game build, expressed in bytes. When the build status // is INITIALIZED, this value is 0. SizeOnDisk *int64 // Current status of the build. Possible build statuses include the following: // // * // INITIALIZED -- A new build has been defined, but no files have been uploaded. // You cannot create fleets for builds that are in this status. When a build is // successfully created, the build status is set to this value. // // * READY -- The // game build has been successfully uploaded. You can now create new fleets for // this build. // // * FAILED -- The game build upload failed. You cannot create new // fleets for this build. Status BuildStatus // Version information that is associated with a build or script. Version strings // do not need to be unique. This value can be set using CreateBuild or // UpdateBuild. Version *string }
Properties describing a custom game build. Related operations
* CreateBuild
* ListBuilds
* DescribeBuild
* UpdateBuild
* DeleteBuild
type BuildStatus ¶
type BuildStatus string
const ( BuildStatusInitialized BuildStatus = "INITIALIZED" BuildStatusReady BuildStatus = "READY" BuildStatusFailed BuildStatus = "FAILED" )
Enum values for BuildStatus
func (BuildStatus) Values ¶ added in v0.29.0
func (BuildStatus) Values() []BuildStatus
Values returns all known values for BuildStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type CertificateConfiguration ¶
type CertificateConfiguration struct { // Indicates whether a TLS/SSL certificate was generated for a fleet. // // This member is required. CertificateType CertificateType }
Information about the use of a TLS/SSL certificate for a fleet. TLS certificate generation is enabled at the fleet level, with one certificate generated for the fleet. When this feature is enabled, the certificate can be retrieved using the GameLift Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) call GetInstanceCertificate. All instances in a fleet share the same certificate.
type CertificateType ¶
type CertificateType string
const ( CertificateTypeDisabled CertificateType = "DISABLED" CertificateTypeGenerated CertificateType = "GENERATED" )
Enum values for CertificateType
func (CertificateType) Values ¶ added in v0.29.0
func (CertificateType) Values() []CertificateType
Values returns all known values for CertificateType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type ComparisonOperatorType ¶
type ComparisonOperatorType string
const ( ComparisonOperatorTypeGreaterThanOrEqualToThreshold ComparisonOperatorType = "GreaterThanOrEqualToThreshold" ComparisonOperatorTypeGreaterThanThreshold ComparisonOperatorType = "GreaterThanThreshold" ComparisonOperatorTypeLessThanThreshold ComparisonOperatorType = "LessThanThreshold" ComparisonOperatorTypeLessThanOrEqualToThreshold ComparisonOperatorType = "LessThanOrEqualToThreshold" )
Enum values for ComparisonOperatorType
func (ComparisonOperatorType) Values ¶ added in v0.29.0
func (ComparisonOperatorType) Values() []ComparisonOperatorType
Values returns all known values for ComparisonOperatorType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type ConflictException ¶
type ConflictException struct {
Message *string
}
The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
func (*ConflictException) Error ¶
func (e *ConflictException) Error() string
func (*ConflictException) ErrorCode ¶
func (e *ConflictException) ErrorCode() string
func (*ConflictException) ErrorFault ¶
func (e *ConflictException) ErrorFault() smithy.ErrorFault
func (*ConflictException) ErrorMessage ¶
func (e *ConflictException) ErrorMessage() string
type DesiredPlayerSession ¶
type DesiredPlayerSession struct { // Developer-defined information related to a player. Amazon GameLift does not use // this data, so it can be formatted as needed for use in the game. PlayerData *string // A unique identifier for a player to associate with the player session. PlayerId *string }
Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.
type EC2InstanceCounts ¶
type EC2InstanceCounts struct { // Actual number of active instances in the fleet. ACTIVE *int32 // Ideal number of active instances in the fleet. DESIRED *int32 // Number of active instances in the fleet that are not currently hosting a game // session. IDLE *int32 // The maximum value allowed for the fleet's instance count. MAXIMUM *int32 // The minimum value allowed for the fleet's instance count. MINIMUM *int32 // Number of instances in the fleet that are starting but not yet active. PENDING *int32 // Number of instances in the fleet that are no longer active but haven't yet been // terminated. TERMINATING *int32 }
Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.
* CreateFleet
* ListFleets
* DeleteFleet
* DescribeFleetAttributes
* UpdateFleetAttributes
* StartFleetActions or StopFleetActions
type EC2InstanceLimit ¶
type EC2InstanceLimit struct { // Number of instances of the specified type that are currently in use by this AWS // account. CurrentInstances *int32 // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the fleet, // including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. EC2InstanceType EC2InstanceType // Number of instances allowed. InstanceLimit *int32 }
The maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.
type EC2InstanceType ¶
type EC2InstanceType string
const ( EC2InstanceTypeT2Micro EC2InstanceType = "t2.micro" EC2InstanceTypeT2Small EC2InstanceType = "t2.small" EC2InstanceTypeT2Medium EC2InstanceType = "t2.medium" EC2InstanceTypeT2Large EC2InstanceType = "t2.large" EC2InstanceTypeC3Large EC2InstanceType = "c3.large" EC2InstanceTypeC3Xlarge EC2InstanceType = "c3.xlarge" EC2InstanceTypeC32xlarge EC2InstanceType = "c3.2xlarge" EC2InstanceTypeC34xlarge EC2InstanceType = "c3.4xlarge" EC2InstanceTypeC38xlarge EC2InstanceType = "c3.8xlarge" EC2InstanceTypeC4Large EC2InstanceType = "c4.large" EC2InstanceTypeC4Xlarge EC2InstanceType = "c4.xlarge" EC2InstanceTypeC42xlarge EC2InstanceType = "c4.2xlarge" EC2InstanceTypeC44xlarge EC2InstanceType = "c4.4xlarge" EC2InstanceTypeC48xlarge EC2InstanceType = "c4.8xlarge" EC2InstanceTypeC5Large EC2InstanceType = "c5.large" EC2InstanceTypeC5Xlarge EC2InstanceType = "c5.xlarge" EC2InstanceTypeC52xlarge EC2InstanceType = "c5.2xlarge" EC2InstanceTypeC54xlarge EC2InstanceType = "c5.4xlarge" EC2InstanceTypeC59xlarge EC2InstanceType = "c5.9xlarge" EC2InstanceTypeC512xlarge EC2InstanceType = "c5.12xlarge" EC2InstanceTypeC518xlarge EC2InstanceType = "c5.18xlarge" EC2InstanceTypeC524xlarge EC2InstanceType = "c5.24xlarge" EC2InstanceTypeC5aLarge EC2InstanceType = "c5a.large" EC2InstanceTypeC5aXlarge EC2InstanceType = "c5a.xlarge" EC2InstanceTypeC5a2xlarge EC2InstanceType = "c5a.2xlarge" EC2InstanceTypeC5a4xlarge EC2InstanceType = "c5a.4xlarge" EC2InstanceTypeC5a8xlarge EC2InstanceType = "c5a.8xlarge" EC2InstanceTypeC5a12xlarge EC2InstanceType = "c5a.12xlarge" EC2InstanceTypeC5a16xlarge EC2InstanceType = "c5a.16xlarge" EC2InstanceTypeC5a24xlarge EC2InstanceType = "c5a.24xlarge" EC2InstanceTypeR3Large EC2InstanceType = "r3.large" EC2InstanceTypeR3Xlarge EC2InstanceType = "r3.xlarge" EC2InstanceTypeR32xlarge EC2InstanceType = "r3.2xlarge" EC2InstanceTypeR34xlarge EC2InstanceType = "r3.4xlarge" EC2InstanceTypeR38xlarge EC2InstanceType = "r3.8xlarge" EC2InstanceTypeR4Large EC2InstanceType = "r4.large" EC2InstanceTypeR4Xlarge EC2InstanceType = "r4.xlarge" EC2InstanceTypeR42xlarge EC2InstanceType = "r4.2xlarge" EC2InstanceTypeR44xlarge EC2InstanceType = "r4.4xlarge" EC2InstanceTypeR48xlarge EC2InstanceType = "r4.8xlarge" EC2InstanceTypeR416xlarge EC2InstanceType = "r4.16xlarge" EC2InstanceTypeR5Large EC2InstanceType = "r5.large" EC2InstanceTypeR5Xlarge EC2InstanceType = "r5.xlarge" EC2InstanceTypeR52xlarge EC2InstanceType = "r5.2xlarge" EC2InstanceTypeR54xlarge EC2InstanceType = "r5.4xlarge" EC2InstanceTypeR58xlarge EC2InstanceType = "r5.8xlarge" EC2InstanceTypeR512xlarge EC2InstanceType = "r5.12xlarge" EC2InstanceTypeR516xlarge EC2InstanceType = "r5.16xlarge" EC2InstanceTypeR524xlarge EC2InstanceType = "r5.24xlarge" EC2InstanceTypeR5aLarge EC2InstanceType = "r5a.large" EC2InstanceTypeR5aXlarge EC2InstanceType = "r5a.xlarge" EC2InstanceTypeR5a2xlarge EC2InstanceType = "r5a.2xlarge" EC2InstanceTypeR5a4xlarge EC2InstanceType = "r5a.4xlarge" EC2InstanceTypeR5a8xlarge EC2InstanceType = "r5a.8xlarge" EC2InstanceTypeR5a12xlarge EC2InstanceType = "r5a.12xlarge" EC2InstanceTypeR5a16xlarge EC2InstanceType = "r5a.16xlarge" EC2InstanceTypeR5a24xlarge EC2InstanceType = "r5a.24xlarge" EC2InstanceTypeM3Medium EC2InstanceType = "m3.medium" EC2InstanceTypeM3Large EC2InstanceType = "m3.large" EC2InstanceTypeM3Xlarge EC2InstanceType = "m3.xlarge" EC2InstanceTypeM32xlarge EC2InstanceType = "m3.2xlarge" EC2InstanceTypeM4Large EC2InstanceType = "m4.large" EC2InstanceTypeM4Xlarge EC2InstanceType = "m4.xlarge" EC2InstanceTypeM42xlarge EC2InstanceType = "m4.2xlarge" EC2InstanceTypeM44xlarge EC2InstanceType = "m4.4xlarge" EC2InstanceTypeM410xlarge EC2InstanceType = "m4.10xlarge" EC2InstanceTypeM5Large EC2InstanceType = "m5.large" EC2InstanceTypeM5Xlarge EC2InstanceType = "m5.xlarge" EC2InstanceTypeM52xlarge EC2InstanceType = "m5.2xlarge" EC2InstanceTypeM54xlarge EC2InstanceType = "m5.4xlarge" EC2InstanceTypeM58xlarge EC2InstanceType = "m5.8xlarge" EC2InstanceTypeM512xlarge EC2InstanceType = "m5.12xlarge" EC2InstanceTypeM516xlarge EC2InstanceType = "m5.16xlarge" EC2InstanceTypeM524xlarge EC2InstanceType = "m5.24xlarge" EC2InstanceTypeM5aLarge EC2InstanceType = "m5a.large" EC2InstanceTypeM5aXlarge EC2InstanceType = "m5a.xlarge" EC2InstanceTypeM5a2xlarge EC2InstanceType = "m5a.2xlarge" EC2InstanceTypeM5a4xlarge EC2InstanceType = "m5a.4xlarge" EC2InstanceTypeM5a8xlarge EC2InstanceType = "m5a.8xlarge" EC2InstanceTypeM5a12xlarge EC2InstanceType = "m5a.12xlarge" EC2InstanceTypeM5a16xlarge EC2InstanceType = "m5a.16xlarge" EC2InstanceTypeM5a24xlarge EC2InstanceType = "m5a.24xlarge" )
Enum values for EC2InstanceType
func (EC2InstanceType) Values ¶ added in v0.29.0
func (EC2InstanceType) Values() []EC2InstanceType
Values returns all known values for EC2InstanceType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type Event ¶
type Event struct { // The type of event being logged. Fleet creation events (ordered by fleet creation // activity): // // * FLEET_CREATED -- A fleet resource was successfully created with a // status of NEW. Event messaging includes the fleet ID. // // * FLEET_STATE_DOWNLOADING // -- Fleet status changed from NEW to DOWNLOADING. The compressed build has // started downloading to a fleet instance for installation. // // * // FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet // instance. // // * FLEET_CREATION_EXTRACTING_BUILD – The game server build was // successfully downloaded to an instance, and the build files are now being // extracted from the uploaded build and saved to an instance. Failure at this // stage prevents a fleet from moving to ACTIVE status. Logs for this stage display // a list of the files that are extracted and saved on the instance. Access the // logs by using the URL in PreSignedLogUrl. // // * FLEET_CREATION_RUNNING_INSTALLER – // The game server build files were successfully extracted, and the Amazon GameLift // is now running the build's install script (if one is included). Failure in this // stage prevents a fleet from moving to ACTIVE status. Logs for this stage list // the installation steps and whether or not the install completed successfully. // Access the logs by using the URL in PreSignedLogUrl. // // * // FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, // and the Amazon GameLift is now verifying that the game server launch paths, // which are specified in the fleet's runtime configuration, exist. If any listed // launch path exists, Amazon GameLift tries to launch a game server process and // waits for the process to report ready. Failures in this stage prevent a fleet // from moving to ACTIVE status. Logs for this stage list the launch paths in the // runtime configuration and indicate whether each is found. Access the logs by // using the URL in PreSignedLogUrl. // // * FLEET_STATE_VALIDATING -- Fleet status // changed from DOWNLOADING to VALIDATING. // // * // FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime // configuration failed because the executable specified in a launch path does not // exist on the instance. // // * FLEET_STATE_BUILDING -- Fleet status changed from // VALIDATING to BUILDING. // // * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- // Validation of the runtime configuration failed because the executable specified // in a launch path failed to run on the fleet instance. // // * FLEET_STATE_ACTIVATING // -- Fleet status changed from BUILDING to ACTIVATING. // // * FLEET_ACTIVATION_FAILED // - The fleet failed to successfully complete one of the steps in the fleet // activation process. This event code indicates that the game build was // successfully downloaded to a fleet instance, built, and validated, but was not // able to start a server process. Learn more at Debug Fleet Creation Issues // (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation) // // * // FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The // fleet is now ready to host game sessions. // // VPC peering events: // // * // FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established // between the VPC for an Amazon GameLift fleet and a VPC in your AWS account. // // * // FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event // details and status information (see DescribeVpcPeeringConnections) provide // additional detail. A common reason for peering failure is that the two VPCs have // overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR // block for the VPC in your AWS account. For more information on VPC peering // failures, see // https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html // (https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html) // // * // FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully // deleted. // // Spot instance events: // // * INSTANCE_INTERRUPTED -- A spot instance was // interrupted by EC2 with a two-minute notification. // // Other fleet events: // // * // FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings // (desired instances, minimum/maximum scaling limits). Event messaging includes // the new capacity settings. // // * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED // -- A change was made to the fleet's game session protection policy setting. // Event messaging includes both the old and new policy setting. // // * FLEET_DELETED // -- A request to delete a fleet was initiated. // // * GENERIC_EVENT -- An unspecified // event has occurred. EventCode EventCode // A unique identifier for a fleet event. EventId *string // Time stamp indicating when this event occurred. Format is a number expressed in // Unix time as milliseconds (for example "1469498468.057"). EventTime *time.Time // Additional information related to the event. Message *string // Location of stored logs with additional detail that is related to the event. // This is useful for debugging issues. The URL is valid for 15 minutes. You can // also access fleet creation logs through the Amazon GameLift console. PreSignedLogUrl *string // A unique identifier for an event resource, such as a fleet ID. ResourceId *string }
Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.
type EventCode ¶
type EventCode string
const ( EventCodeGenericEvent EventCode = "GENERIC_EVENT" EventCodeFleetCreated EventCode = "FLEET_CREATED" EventCodeFleetDeleted EventCode = "FLEET_DELETED" EventCodeFleetScalingEvent EventCode = "FLEET_SCALING_EVENT" EventCodeFleetStateDownloading EventCode = "FLEET_STATE_DOWNLOADING" EventCodeFleetStateValidating EventCode = "FLEET_STATE_VALIDATING" EventCodeFleetStateBuilding EventCode = "FLEET_STATE_BUILDING" EventCodeFleetStateActivating EventCode = "FLEET_STATE_ACTIVATING" EventCodeFleetStateActive EventCode = "FLEET_STATE_ACTIVE" EventCodeFleetStateError EventCode = "FLEET_STATE_ERROR" EventCodeFleetInitializationFailed EventCode = "FLEET_INITIALIZATION_FAILED" EventCodeFleetBinaryDownloadFailed EventCode = "FLEET_BINARY_DOWNLOAD_FAILED" EventCodeFleetValidationLaunchPathNotFound EventCode = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" EventCodeFleetValidationExecutableRuntimeFailure EventCode = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" EventCodeFleetValidationTimedOut EventCode = "FLEET_VALIDATION_TIMED_OUT" EventCodeFleetActivationFailed EventCode = "FLEET_ACTIVATION_FAILED" EventCodeFleetActivationFailedNoInstances EventCode = "FLEET_ACTIVATION_FAILED_NO_INSTANCES" EventCodeFleetNewGameSessionProtectionPolicyUpdated EventCode = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" EventCodeServerProcessInvalidPath EventCode = "SERVER_PROCESS_INVALID_PATH" EventCodeServerProcessSdkInitializationTimeout EventCode = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT" EventCodeServerProcessProcessReadyTimeout EventCode = "SERVER_PROCESS_PROCESS_READY_TIMEOUT" EventCodeServerProcessCrashed EventCode = "SERVER_PROCESS_CRASHED" EventCodeServerProcessTerminatedUnhealthy EventCode = "SERVER_PROCESS_TERMINATED_UNHEALTHY" EventCodeServerProcessForceTerminated EventCode = "SERVER_PROCESS_FORCE_TERMINATED" EventCodeServerProcessProcessExitTimeout EventCode = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT" EventCodeGameSessionActivationTimeout EventCode = "GAME_SESSION_ACTIVATION_TIMEOUT" EventCodeFleetCreationExtractingBuild EventCode = "FLEET_CREATION_EXTRACTING_BUILD" EventCodeFleetCreationRunningInstaller EventCode = "FLEET_CREATION_RUNNING_INSTALLER" EventCodeFleetCreationValidatingRuntimeConfig EventCode = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG" EventCodeFleetVpcPeeringSucceeded EventCode = "FLEET_VPC_PEERING_SUCCEEDED" EventCodeFleetVpcPeeringFailed EventCode = "FLEET_VPC_PEERING_FAILED" EventCodeFleetVpcPeeringDeleted EventCode = "FLEET_VPC_PEERING_DELETED" EventCodeInstanceInterrupted EventCode = "INSTANCE_INTERRUPTED" )
Enum values for EventCode
type FleetAction ¶
type FleetAction string
const (
FleetActionAutoScaling FleetAction = "AUTO_SCALING"
)
Enum values for FleetAction
func (FleetAction) Values ¶ added in v0.29.0
func (FleetAction) Values() []FleetAction
Values returns all known values for FleetAction. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type FleetAttributes ¶
type FleetAttributes struct { // The Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // associated with the GameLift build resource that is deployed on instances in // this fleet. In a GameLift build ARN, the resource ID matches the BuildId value. BuildArn *string // A unique identifier for a build. BuildId *string // Indicates whether a TLS/SSL certificate was generated for the fleet. CertificateConfiguration *CertificateConfiguration // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // Human-readable description of the fleet. Description *string // The Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs // are unique across all Regions. In a GameLift fleet ARN, the resource ID matches // the FleetId value. FleetArn *string // A unique identifier for a fleet. FleetId *string // Indicates whether the fleet uses on-demand or spot instances. A spot instance in // use may be interrupted with a two-minute notification. FleetType FleetType // A unique identifier for an AWS IAM role that manages access to your AWS // services. InstanceRoleArn *string // EC2 instance type indicating the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 // Instance Types (http://aws.amazon.com/ec2/instance-types/) for detailed // descriptions. InstanceType EC2InstanceType // Location of default log files. When a server process is shut down, Amazon // GameLift captures and stores any log files in this location. These logs are in // addition to game session logs; see more on game session logs in the Amazon // GameLift Developer Guide // (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, Amazon GameLift automatically // uploads logs that are stored on each instance at C:\game\logs (for Windows) or // /local/game/logs (for Linux). Use the Amazon GameLift console to access stored // logs. LogPaths []string // Names of metric groups that this fleet is included in. In Amazon CloudWatch, you // can view metrics for an individual fleet or aggregated metrics for fleets that // are in a fleet metric group. A fleet can be included in only one metric group at // a time. MetricGroups []string // A descriptive label that is associated with a fleet. Fleet names do not need to // be unique. Name *string // The type of game session protection to set for all new instances started in the // fleet. // // * NoProtection -- The game session can be terminated during a scale-down // event. // // * FullProtection -- If the game session is in an ACTIVE status, it // cannot be terminated during a scale-down event. NewGameSessionProtectionPolicy ProtectionPolicy // Operating system of the fleet's computing resources. A fleet's operating system // depends on the OS specified for the build that is deployed on this fleet. OperatingSystem OperatingSystem // Fleet policy to limit the number of game sessions an individual player can // create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy // The Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // associated with the GameLift script resource that is deployed on instances in // this fleet. In a GameLift script ARN, the resource ID matches the ScriptId // value. ScriptArn *string // A unique identifier for a Realtime script. ScriptId *string // Game server launch parameters specified for fleets created before 2016-08-04 (or // AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date // are specified in the fleet's RuntimeConfiguration. ServerLaunchParameters *string // Path to a game server executable in the fleet's build, specified for fleets // created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for // fleets created after this date are specified in the fleet's // RuntimeConfiguration. ServerLaunchPath *string // Current status of the fleet. Possible fleet statuses include the following: // // * // NEW -- A new fleet has been defined and desired instances is set to 1. // // * // DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting up the // new fleet, creating new instances with the game build or Realtime script and // starting server processes. // // * ACTIVE -- Hosts can now accept game sessions. // // * // ERROR -- An error occurred when downloading, validating, building, or activating // the fleet. // // * DELETING -- Hosts are responding to a delete fleet request. // // * // TERMINATED -- The fleet no longer exists. Status FleetStatus // List of fleet activity that have been suspended using StopFleetActions. This // includes auto-scaling. StoppedActions []FleetAction // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time }
General properties describing a fleet.
* CreateFleet
* ListFleets
* DeleteFleet
* DescribeFleetAttributes
* UpdateFleetAttributes
* StartFleetActions or StopFleetActions
type FleetCapacity ¶
type FleetCapacity struct { // A unique identifier for a fleet. FleetId *string // Current status of fleet capacity. InstanceCounts *EC2InstanceCounts // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the fleet, // including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. InstanceType EC2InstanceType }
Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.
* CreateFleet
* ListFleets
* DeleteFleet
* DescribeFleetAttributes
* UpdateFleetAttributes
* StartFleetActions or StopFleetActions
type FleetCapacityExceededException ¶
type FleetCapacityExceededException struct {
Message *string
}
The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.
func (*FleetCapacityExceededException) Error ¶
func (e *FleetCapacityExceededException) Error() string
func (*FleetCapacityExceededException) ErrorCode ¶
func (e *FleetCapacityExceededException) ErrorCode() string
func (*FleetCapacityExceededException) ErrorFault ¶
func (e *FleetCapacityExceededException) ErrorFault() smithy.ErrorFault
func (*FleetCapacityExceededException) ErrorMessage ¶
func (e *FleetCapacityExceededException) ErrorMessage() string
type FleetStatus ¶
type FleetStatus string
const ( FleetStatusNew FleetStatus = "NEW" FleetStatusDownloading FleetStatus = "DOWNLOADING" FleetStatusValidating FleetStatus = "VALIDATING" FleetStatusBuilding FleetStatus = "BUILDING" FleetStatusActivating FleetStatus = "ACTIVATING" FleetStatusActive FleetStatus = "ACTIVE" FleetStatusDeleting FleetStatus = "DELETING" FleetStatusError FleetStatus = "ERROR" FleetStatusTerminated FleetStatus = "TERMINATED" )
Enum values for FleetStatus
func (FleetStatus) Values ¶ added in v0.29.0
func (FleetStatus) Values() []FleetStatus
Values returns all known values for FleetStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type FleetUtilization ¶
type FleetUtilization struct { // Number of active game sessions currently being hosted on all instances in the // fleet. ActiveGameSessionCount *int32 // Number of server processes in an ACTIVE status currently running across all // instances in the fleet ActiveServerProcessCount *int32 // Number of active player sessions currently being hosted on all instances in the // fleet. CurrentPlayerSessionCount *int32 // A unique identifier for a fleet. FleetId *string // The maximum number of players allowed across all game sessions currently being // hosted on all instances in the fleet. MaximumPlayerSessionCount *int32 }
Current status of fleet utilization, including the number of game and player sessions being hosted.
* CreateFleet
* ListFleets
* DeleteFleet
* DescribeFleetAttributes
* UpdateFleetAttributes
* StartFleetActions or StopFleetActions
type FlexMatchMode ¶ added in v0.31.0
type FlexMatchMode string
const ( FlexMatchModeStandalone FlexMatchMode = "STANDALONE" FlexMatchModeWithQueue FlexMatchMode = "WITH_QUEUE" )
Enum values for FlexMatchMode
func (FlexMatchMode) Values ¶ added in v0.31.0
func (FlexMatchMode) Values() []FlexMatchMode
Values returns all known values for FlexMatchMode. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameProperty ¶
type GameProperty struct { // The game property identifier. // // This member is required. Key *string // The game property value. // // This member is required. Value *string }
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the Amazon GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create).
type GameServer ¶
type GameServer struct { // Indicates when an available game server has been reserved for gameplay but has // not yet started hosting a game. Once it is claimed, the game server remains in // CLAIMED status for a maximum of one minute. During this time, game clients // connect to the game server to start the game and trigger the game server to // update its utilization status. After one minute, the game server claim status // reverts to null. ClaimStatus GameServerClaimStatus // The port and IP address that must be used to establish a client connection to // the game server. 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 // The ARN identifier for the game server group where the game server is located. GameServerGroupArn *string // A unique identifier for the game server group where the game server is running. // Use either the GameServerGroup name or ARN value. GameServerGroupName *string // A custom string that uniquely identifies the game server. Game server IDs are // developer-defined and are unique across all game server groups in an AWS // account. GameServerId *string // The unique identifier for the instance where the game server is running. This ID // is available in the instance metadata. EC2 instance IDs use a 17-character // format, for example: i-1234567890abcdef0. InstanceId *string // Timestamp that indicates the last time the game server was claimed with a // ClaimGameServer request. The format is a number expressed in Unix time as // milliseconds (for example "1469498468.057"). This value is used to calculate // when a claimed game server's status should revert to null. LastClaimTime *time.Time // Timestamp that indicates the last time the game server was updated with health // status using an UpdateGameServer request. The format is a number expressed in // Unix time as milliseconds (for example "1469498468.057"). After game server // registration, this property is only changed when a game server update specifies // a health check value. LastHealthCheckTime *time.Time // Timestamp that indicates when the game server was created with a // RegisterGameServer request. The format is a number expressed in Unix time as // milliseconds (for example "1469498468.057"). RegistrationTime *time.Time // Indicates whether the game server is currently available for new games or is // busy. Possible statuses include: // // * AVAILABLE - The game server is available to // be claimed. A game server that has been claimed remains in this status until it // reports game hosting activity. // // * UTILIZED - The game server is currently // hosting a game session with players. UtilizationStatus GameServerUtilizationStatus }
This data type is used with the Amazon GameLift FleetIQ and game server groups. Properties describing a game server that is running on an instance in a GameServerGroup. A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.
* RegisterGameServer
* ListGameServers
* ClaimGameServer
* DescribeGameServer
* UpdateGameServer
* DeregisterGameServer
type GameServerClaimStatus ¶
type GameServerClaimStatus string
const (
GameServerClaimStatusClaimed GameServerClaimStatus = "CLAIMED"
)
Enum values for GameServerClaimStatus
func (GameServerClaimStatus) Values ¶ added in v0.29.0
func (GameServerClaimStatus) Values() []GameServerClaimStatus
Values returns all known values for GameServerClaimStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameServerGroup ¶
type GameServerGroup struct { // A generated unique ID for the EC2 Auto Scaling group that is associated with // this game server group. AutoScalingGroupArn *string // 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 BalancingStrategy // A timestamp that indicates when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // A generated unique ID for the game server group. GameServerGroupArn *string // A developer-defined identifier for the game server group. The name is unique for // each Region in each AWS account. GameServerGroupName *string // A flag that indicates whether instances in the game server group are protected // from early termination. Unprotected instances that have active game servers // running might be terminated during a scale-down event, causing players to be // dropped from the game. Protected instances cannot be terminated while there are // active game servers running except in the event of a forced game server group // deletion (see ). An exception to this is with Spot Instances, which can be // terminated by AWS regardless of protection status. GameServerProtectionPolicy GameServerProtectionPolicy // The set of EC2 instance types that GameLift FleetIQ can use when balancing and // automatically scaling instances in the corresponding Auto Scaling group. InstanceDefinitions []InstanceDefinition // A timestamp that indicates when this game server group was last updated. LastUpdatedTime *time.Time // 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 // The current status of the game server group. Possible statuses include: // // * NEW - // GameLift FleetIQ has validated the CreateGameServerGroup() request. // // * // ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes // creating an Auto Scaling group in your AWS account. // // * ACTIVE - The game server // group has been successfully created. // // * DELETE_SCHEDULED - A request to delete // the game server group has been received. // // * DELETING - GameLift FleetIQ has // received a valid DeleteGameServerGroup() request and is processing it. GameLift // FleetIQ must first complete and release hosts before it deletes the Auto Scaling // group and the game server group. // // * DELETED - The game server group has been // successfully deleted. // // * ERROR - The asynchronous processes of activating or // deleting a game server group has failed, resulting in an error state. Status GameServerGroupStatus // Additional information about the current game server group status. This // information might provide additional insight on groups that are in ERROR status. StatusReason *string // A list of activities that are currently suspended for this game server group. If // this property is empty, all activities are occurring. SuspendedActions []GameServerGroupAction }
This data type is used with the Amazon GameLift FleetIQ and game server groups. Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding EC2 Auto Scaling group. A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup, respectively.
* CreateGameServerGroup
* ListGameServerGroups
* DescribeGameServerGroup
* UpdateGameServerGroup
* DeleteGameServerGroup
* ResumeGameServerGroup
* SuspendGameServerGroup
* DescribeGameServerInstances
type GameServerGroupAction ¶
type GameServerGroupAction string
const (
GameServerGroupActionReplaceInstanceTypes GameServerGroupAction = "REPLACE_INSTANCE_TYPES"
)
Enum values for GameServerGroupAction
func (GameServerGroupAction) Values ¶ added in v0.29.0
func (GameServerGroupAction) Values() []GameServerGroupAction
Values returns all known values for GameServerGroupAction. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameServerGroupAutoScalingPolicy ¶
type GameServerGroupAutoScalingPolicy struct { // Settings for a target-based scaling policy applied to Auto Scaling group. These // settings are used to create a target-based policy that tracks the GameLift // FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the // metric. As player usage changes, the policy triggers to adjust the game server // group capacity so that the metric returns to the target value. // // This member is required. TargetTrackingConfiguration *TargetTrackingConfiguration // Length of time, in seconds, it takes for a new instance to start new game server // processes and register with GameLift FleetIQ. Specifying a warm-up time can be // useful, particularly with game servers that take a long time to start up, // because it avoids prematurely starting new instances. EstimatedInstanceWarmup *int32 }
This data type is used with the Amazon GameLift FleetIQ and game server groups. Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group with CreateGameServerGroup. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.
type GameServerGroupDeleteOption ¶
type GameServerGroupDeleteOption string
const ( GameServerGroupDeleteOptionSafeDelete GameServerGroupDeleteOption = "SAFE_DELETE" GameServerGroupDeleteOptionForceDelete GameServerGroupDeleteOption = "FORCE_DELETE" GameServerGroupDeleteOptionRetain GameServerGroupDeleteOption = "RETAIN" )
Enum values for GameServerGroupDeleteOption
func (GameServerGroupDeleteOption) Values ¶ added in v0.29.0
func (GameServerGroupDeleteOption) Values() []GameServerGroupDeleteOption
Values returns all known values for GameServerGroupDeleteOption. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameServerGroupInstanceType ¶
type GameServerGroupInstanceType string
const ( GameServerGroupInstanceTypeC4Large GameServerGroupInstanceType = "c4.large" GameServerGroupInstanceTypeC4Xlarge GameServerGroupInstanceType = "c4.xlarge" GameServerGroupInstanceTypeC42xlarge GameServerGroupInstanceType = "c4.2xlarge" GameServerGroupInstanceTypeC44xlarge GameServerGroupInstanceType = "c4.4xlarge" GameServerGroupInstanceTypeC48xlarge GameServerGroupInstanceType = "c4.8xlarge" GameServerGroupInstanceTypeC5Large GameServerGroupInstanceType = "c5.large" GameServerGroupInstanceTypeC5Xlarge GameServerGroupInstanceType = "c5.xlarge" GameServerGroupInstanceTypeC52xlarge GameServerGroupInstanceType = "c5.2xlarge" GameServerGroupInstanceTypeC54xlarge GameServerGroupInstanceType = "c5.4xlarge" GameServerGroupInstanceTypeC59xlarge GameServerGroupInstanceType = "c5.9xlarge" GameServerGroupInstanceTypeC512xlarge GameServerGroupInstanceType = "c5.12xlarge" GameServerGroupInstanceTypeC518xlarge GameServerGroupInstanceType = "c5.18xlarge" GameServerGroupInstanceTypeC524xlarge GameServerGroupInstanceType = "c5.24xlarge" GameServerGroupInstanceTypeR4Large GameServerGroupInstanceType = "r4.large" GameServerGroupInstanceTypeR4Xlarge GameServerGroupInstanceType = "r4.xlarge" GameServerGroupInstanceTypeR42xlarge GameServerGroupInstanceType = "r4.2xlarge" GameServerGroupInstanceTypeR44xlarge GameServerGroupInstanceType = "r4.4xlarge" GameServerGroupInstanceTypeR48xlarge GameServerGroupInstanceType = "r4.8xlarge" GameServerGroupInstanceTypeR416xlarge GameServerGroupInstanceType = "r4.16xlarge" GameServerGroupInstanceTypeR5Large GameServerGroupInstanceType = "r5.large" GameServerGroupInstanceTypeR5Xlarge GameServerGroupInstanceType = "r5.xlarge" GameServerGroupInstanceTypeR52xlarge GameServerGroupInstanceType = "r5.2xlarge" GameServerGroupInstanceTypeR54xlarge GameServerGroupInstanceType = "r5.4xlarge" GameServerGroupInstanceTypeR58xlarge GameServerGroupInstanceType = "r5.8xlarge" GameServerGroupInstanceTypeR512xlarge GameServerGroupInstanceType = "r5.12xlarge" GameServerGroupInstanceTypeR516xlarge GameServerGroupInstanceType = "r5.16xlarge" GameServerGroupInstanceTypeR524xlarge GameServerGroupInstanceType = "r5.24xlarge" GameServerGroupInstanceTypeM4Large GameServerGroupInstanceType = "m4.large" GameServerGroupInstanceTypeM4Xlarge GameServerGroupInstanceType = "m4.xlarge" GameServerGroupInstanceTypeM42xlarge GameServerGroupInstanceType = "m4.2xlarge" GameServerGroupInstanceTypeM44xlarge GameServerGroupInstanceType = "m4.4xlarge" GameServerGroupInstanceTypeM410xlarge GameServerGroupInstanceType = "m4.10xlarge" GameServerGroupInstanceTypeM5Large GameServerGroupInstanceType = "m5.large" GameServerGroupInstanceTypeM5Xlarge GameServerGroupInstanceType = "m5.xlarge" GameServerGroupInstanceTypeM52xlarge GameServerGroupInstanceType = "m5.2xlarge" GameServerGroupInstanceTypeM54xlarge GameServerGroupInstanceType = "m5.4xlarge" GameServerGroupInstanceTypeM58xlarge GameServerGroupInstanceType = "m5.8xlarge" GameServerGroupInstanceTypeM512xlarge GameServerGroupInstanceType = "m5.12xlarge" GameServerGroupInstanceTypeM516xlarge GameServerGroupInstanceType = "m5.16xlarge" GameServerGroupInstanceTypeM524xlarge GameServerGroupInstanceType = "m5.24xlarge" )
Enum values for GameServerGroupInstanceType
func (GameServerGroupInstanceType) Values ¶ added in v0.29.0
func (GameServerGroupInstanceType) Values() []GameServerGroupInstanceType
Values returns all known values for GameServerGroupInstanceType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameServerGroupStatus ¶
type GameServerGroupStatus string
const ( GameServerGroupStatusNew GameServerGroupStatus = "NEW" GameServerGroupStatusActivating GameServerGroupStatus = "ACTIVATING" GameServerGroupStatusActive GameServerGroupStatus = "ACTIVE" GameServerGroupStatusDeleteScheduled GameServerGroupStatus = "DELETE_SCHEDULED" GameServerGroupStatusDeleting GameServerGroupStatus = "DELETING" GameServerGroupStatusDeleted GameServerGroupStatus = "DELETED" GameServerGroupStatusError GameServerGroupStatus = "ERROR" )
Enum values for GameServerGroupStatus
func (GameServerGroupStatus) Values ¶ added in v0.29.0
func (GameServerGroupStatus) Values() []GameServerGroupStatus
Values returns all known values for GameServerGroupStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameServerHealthCheck ¶
type GameServerHealthCheck string
const (
GameServerHealthCheckHealthy GameServerHealthCheck = "HEALTHY"
)
Enum values for GameServerHealthCheck
func (GameServerHealthCheck) Values ¶ added in v0.29.0
func (GameServerHealthCheck) Values() []GameServerHealthCheck
Values returns all known values for GameServerHealthCheck. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameServerInstance ¶ added in v0.29.0
type GameServerInstance struct { // A generated unique identifier for the game server group that includes the game // server instance. GameServerGroupArn *string // A developer-defined identifier for the game server group that includes the game // server instance. The name is unique for each Region in each AWS account. GameServerGroupName *string // The unique identifier for the instance where the game server is running. This ID // is available in the instance metadata. EC2 instance IDs use a 17-character // format, for example: i-1234567890abcdef0. InstanceId *string // Current status of the game server instance. // // * ACTIVE -- The instance is viable // for hosting game servers. // // * DRAINING -- The instance is not viable for hosting // game servers. Existing game servers are in the process of ending, and new game // servers are not started on this instance unless no other resources are // available. When the instance is put in DRAINING, a new instance is started up to // replace it. Once the instance has no UTILIZED game servers, it will be // terminated in favor of the new instance. // // * SPOT_TERMINATING -- The instance is // in the process of shutting down due to a Spot instance interruption. No new game // servers are started on this instance. InstanceStatus GameServerInstanceStatus }
This data type is used with the Amazon GameLift FleetIQ and game server groups. Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup and with the EC2 launch template that was used when creating the game server group. Retrieve game server instances for a game server group by calling DescribeGameServerInstances.
* CreateGameServerGroup
* ListGameServerGroups
* DescribeGameServerGroup
* UpdateGameServerGroup
* DeleteGameServerGroup
* ResumeGameServerGroup
* SuspendGameServerGroup
* DescribeGameServerInstances
type GameServerInstanceStatus ¶ added in v0.29.0
type GameServerInstanceStatus string
const ( GameServerInstanceStatusActive GameServerInstanceStatus = "ACTIVE" GameServerInstanceStatusDraining GameServerInstanceStatus = "DRAINING" GameServerInstanceStatusSpotTerminating GameServerInstanceStatus = "SPOT_TERMINATING" )
Enum values for GameServerInstanceStatus
func (GameServerInstanceStatus) Values ¶ added in v0.29.0
func (GameServerInstanceStatus) Values() []GameServerInstanceStatus
Values returns all known values for GameServerInstanceStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameServerProtectionPolicy ¶
type GameServerProtectionPolicy string
const ( GameServerProtectionPolicyNoProtection GameServerProtectionPolicy = "NO_PROTECTION" GameServerProtectionPolicyFullProtection GameServerProtectionPolicy = "FULL_PROTECTION" )
Enum values for GameServerProtectionPolicy
func (GameServerProtectionPolicy) Values ¶ added in v0.29.0
func (GameServerProtectionPolicy) Values() []GameServerProtectionPolicy
Values returns all known values for GameServerProtectionPolicy. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameServerUtilizationStatus ¶
type GameServerUtilizationStatus string
const ( GameServerUtilizationStatusAvailable GameServerUtilizationStatus = "AVAILABLE" GameServerUtilizationStatusUtilized GameServerUtilizationStatus = "UTILIZED" )
Enum values for GameServerUtilizationStatus
func (GameServerUtilizationStatus) Values ¶ added in v0.29.0
func (GameServerUtilizationStatus) Values() []GameServerUtilizationStatus
Values returns all known values for GameServerUtilizationStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameSession ¶
type GameSession struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // A unique identifier for a player. This ID is used to enforce a resource // protection policy (if one exists), that limits the number of game sessions a // player can create. CreatorId *string // Number of players currently in the game session. CurrentPlayerSessionCount *int32 // DNS identifier assigned to the instance that is running the game session. Values // have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. // // * // Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See Amazon EC2 Instance IP // Addressing // (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) // // When // connecting to a game session that is running on a TLS-enabled fleet, you must // use the DNS name, not the IP address. DnsName *string // The Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // associated with the GameLift fleet that this game session is running on. FleetArn *string // A unique identifier for a fleet that the game session is running on. 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)). // You can search for active game sessions based on this custom data with // SearchGameSessions. GameProperties []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 unique identifier for the game session. A game session ARN has the following // format: arn:aws:gamelift:::gamesession//. GameSessionId *string // IP address of the instance that is running the game session. When connecting to // a Amazon GameLift game server, a client needs to reference an IP address (or DNS // name) and port number. IpAddress *string // Information about the matchmaking process that was used to create the game // session. It is in JSON syntax, formatted as a string. In addition the // matchmaking configuration used, it contains data on all players assigned to the // match, including player attributes and team assignments. For more details on // matchmaker data, see Match Data // (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). // Matchmaker data is useful when requesting match backfills, and is updated // whenever new players are added during a successful backfill (see // StartMatchBackfill). MatchmakerData *string // 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 // Indicates whether or not the game session is accepting new players. PlayerSessionCreationPolicy PlayerSessionCreationPolicy // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. Port *int32 // Current status of the game session. A game session must have an ACTIVE status to // have player sessions. Status GameSessionStatus // Provides additional information about game session status. INTERRUPTED indicates // that the game session was hosted on a spot instance that was reclaimed, causing // the active game session to be terminated. StatusReason GameSessionStatusReason // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time }
Properties describing a game session. A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED. Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
* CreateGameSession
* DescribeGameSessions
* DescribeGameSessionDetails
* SearchGameSessions
* UpdateGameSession
* GetGameSessionLogUrl
* Game session placements
* StartGameSessionPlacement
* DescribeGameSessionPlacement
* StopGameSessionPlacement
type GameSessionConnectionInfo ¶
type GameSessionConnectionInfo struct { // DNS identifier assigned to the instance that is running the game session. Values // have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. // // * // Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See Amazon EC2 Instance IP // Addressing // (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) // // When // connecting to a game session that is running on a TLS-enabled fleet, you must // use the DNS name, not the IP address. DnsName *string // 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. GameSessionArn *string // IP address of the instance that is running the game session. When connecting to // a Amazon GameLift game server, a client needs to reference an IP address (or DNS // name) and port number. IpAddress *string // A collection of player session IDs, one for each player ID that was included in // the original matchmaking request. MatchedPlayerSessions []MatchedPlayerSession // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. Port *int32 }
Connection information for a new game session that is created in response to a StartMatchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.
type GameSessionDetail ¶
type GameSessionDetail struct { // Object that describes a game session. GameSession *GameSession // Current status of protection for the game session. // // * NoProtection -- The game // session can be terminated during a scale-down event. // // * FullProtection -- If the // game session is in an ACTIVE status, it cannot be terminated during a scale-down // event. ProtectionPolicy ProtectionPolicy }
A game session's properties plus the protection policy currently in force.
type GameSessionFullException ¶
type GameSessionFullException struct {
Message *string
}
The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.
func (*GameSessionFullException) Error ¶
func (e *GameSessionFullException) Error() string
func (*GameSessionFullException) ErrorCode ¶
func (e *GameSessionFullException) ErrorCode() string
func (*GameSessionFullException) ErrorFault ¶
func (e *GameSessionFullException) ErrorFault() smithy.ErrorFault
func (*GameSessionFullException) ErrorMessage ¶
func (e *GameSessionFullException) ErrorMessage() string
type GameSessionPlacement ¶
type GameSessionPlacement struct { // DNS identifier assigned to the instance that is running the game session. Values // have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. // // * // Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See Amazon EC2 Instance IP // Addressing // (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) // // When // connecting to a game session that is running on a TLS-enabled fleet, you must // use the DNS name, not the IP address. DnsName *string // Time stamp indicating when this request was completed, canceled, or timed out. EndTime *time.Time // Set of custom properties for a game session, formatted as key:value pairs. These // properties are passed to a game server process in the GameSession object with a // request to start a new game session (see Start a Game Session // (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []GameProperty // Identifier for the game session created by this placement request. This value is // set once the new game session is placed (placement status is FULFILLED). This // identifier is unique across all Regions. You can use this value as a // GameSessionId value as needed. GameSessionArn *string // 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 unique identifier for the game session. This value is set once the new game // session is placed (placement status is FULFILLED). GameSessionId *string // A descriptive label that is associated with a game session. Session names do not // need to be unique. GameSessionName *string // A descriptive label that is associated with game session queue. Queue names must // be unique within each Region. GameSessionQueueName *string // Name of the Region where the game session created by this placement request is // running. This value is set once the new game session is placed (placement status // is FULFILLED). GameSessionRegion *string // IP address of the instance that is running the game session. When connecting to // a Amazon GameLift game server, a client needs to reference an IP address (or DNS // name) and port number. This value is set once the new game session is placed // (placement status is FULFILLED). IpAddress *string // Information on the matchmaking process for this game. Data is in JSON syntax, // formatted as a string. It identifies the matchmaking configuration used to // create the match, and contains data on all players assigned to the match, // including player attributes and team assignments. For more details on matchmaker // data, see Match Data // (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). MatchmakerData *string // The maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int32 // A collection of information on player sessions created in response to the game // session placement request. These player sessions are created only once a new // game session is successfully placed (placement status is FULFILLED). This // information includes the player ID (as provided in the placement request) and // the corresponding player session ID. Retrieve full player sessions by calling // DescribePlayerSessions with the player session ID. PlacedPlayerSessions []PlacedPlayerSession // A unique identifier for a game session placement. PlacementId *string // Set of values, expressed in milliseconds, indicating the amount of latency that // a player experiences when connected to AWS Regions. PlayerLatencies []PlayerLatency // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. This value is set once the new // game session is placed (placement status is FULFILLED). Port *int32 // Time stamp indicating when this request was placed in the queue. Format is a // number expressed in Unix time as milliseconds (for example "1469498468.057"). StartTime *time.Time // Current status of the game session placement request. // // * PENDING -- The // placement request is currently in the queue waiting to be processed. // // * // FULFILLED -- A new game session and player sessions (if requested) have been // successfully created. Values for GameSessionArn and GameSessionRegion are // available. // // * CANCELLED -- The placement request was canceled with a call to // StopGameSessionPlacement. // // * TIMED_OUT -- A new game session was not // successfully created before the time limit expired. You can resubmit the // placement request as needed. // // * FAILED -- GameLift is not able to complete the // process of placing the game session. Common reasons are the game session // terminated before the placement process was completed, or an unexpected internal // error. Status GameSessionPlacementState }
Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps. Game session placement-related operations include:
* StartGameSessionPlacement
* DescribeGameSessionPlacement
* StopGameSessionPlacement
type GameSessionPlacementState ¶
type GameSessionPlacementState string
const ( GameSessionPlacementStatePending GameSessionPlacementState = "PENDING" GameSessionPlacementStateFulfilled GameSessionPlacementState = "FULFILLED" GameSessionPlacementStateCancelled GameSessionPlacementState = "CANCELLED" GameSessionPlacementStateTimedOut GameSessionPlacementState = "TIMED_OUT" GameSessionPlacementStateFailed GameSessionPlacementState = "FAILED" )
Enum values for GameSessionPlacementState
func (GameSessionPlacementState) Values ¶ added in v0.29.0
func (GameSessionPlacementState) Values() []GameSessionPlacementState
Values returns all known values for GameSessionPlacementState. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameSessionQueue ¶
type GameSessionQueue struct { // 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 []GameSessionQueueDestination // 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. In a GameLift game session // queue ARN, the resource ID matches the Name value. GameSessionQueueArn *string // A descriptive label that is associated with game session queue. Queue names must // be unique within each Region. Name *string // 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. PlayerLatencyPolicies []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 }
Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:
* The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.
* The length of time that placement requests can wait in the queue before timing out.
* A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.
* CreateGameSessionQueue
* DescribeGameSessionQueues
* UpdateGameSessionQueue
* DeleteGameSessionQueue
type GameSessionQueueDestination ¶
type GameSessionQueueDestination struct { // The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, // which include a fleet ID or alias ID and a Region name, provide a unique // identifier across all Regions. DestinationArn *string }
Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination that is configured for a queue.
* CreateGameSessionQueue
* DescribeGameSessionQueues
* UpdateGameSessionQueue
* DeleteGameSessionQueue
type GameSessionStatus ¶
type GameSessionStatus string
const ( GameSessionStatusActive GameSessionStatus = "ACTIVE" GameSessionStatusActivating GameSessionStatus = "ACTIVATING" GameSessionStatusTerminated GameSessionStatus = "TERMINATED" GameSessionStatusTerminating GameSessionStatus = "TERMINATING" GameSessionStatusError GameSessionStatus = "ERROR" )
Enum values for GameSessionStatus
func (GameSessionStatus) Values ¶ added in v0.29.0
func (GameSessionStatus) Values() []GameSessionStatus
Values returns all known values for GameSessionStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type GameSessionStatusReason ¶
type GameSessionStatusReason string
const (
GameSessionStatusReasonInterrupted GameSessionStatusReason = "INTERRUPTED"
)
Enum values for GameSessionStatusReason
func (GameSessionStatusReason) Values ¶ added in v0.29.0
func (GameSessionStatusReason) Values() []GameSessionStatusReason
Values returns all known values for GameSessionStatusReason. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type IdempotentParameterMismatchException ¶
type IdempotentParameterMismatchException struct {
Message *string
}
A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.
func (*IdempotentParameterMismatchException) Error ¶
func (e *IdempotentParameterMismatchException) Error() string
func (*IdempotentParameterMismatchException) ErrorCode ¶
func (e *IdempotentParameterMismatchException) ErrorCode() string
func (*IdempotentParameterMismatchException) ErrorFault ¶
func (e *IdempotentParameterMismatchException) ErrorFault() smithy.ErrorFault
func (*IdempotentParameterMismatchException) ErrorMessage ¶
func (e *IdempotentParameterMismatchException) ErrorMessage() string
type Instance ¶
type Instance struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // DNS identifier assigned to the instance that is running the game session. Values // have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. // // * // Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See Amazon EC2 Instance IP // Addressing // (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) // // When // connecting to a game session that is running on a TLS-enabled fleet, you must // use the DNS name, not the IP address. DnsName *string // A unique identifier for a fleet that the instance is in. FleetId *string // A unique identifier for an instance. InstanceId *string // IP address that is assigned to the instance. IpAddress *string // Operating system that is running on this instance. OperatingSystem OperatingSystem // Current status of the instance. Possible statuses include the following: // // * // PENDING -- The instance is in the process of being created and launching server // processes as defined in the fleet's run-time configuration. // // * ACTIVE -- The // instance has been successfully created and at least one server process has // successfully launched and reported back to Amazon GameLift that it is ready to // host a game session. The instance is now considered ready to host game // sessions. // // * TERMINATING -- The instance is in the process of shutting down. // This may happen to reduce capacity during a scaling down event or to recycle // resources in the event of a problem. Status InstanceStatus // EC2 instance type that defines the computing resources of this instance. Type EC2InstanceType }
Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances.
type InstanceAccess ¶
type InstanceAccess struct { // Credentials required to access the instance. Credentials *InstanceCredentials // A unique identifier for a fleet containing the instance being accessed. FleetId *string // A unique identifier for an instance being accessed. InstanceId *string // IP address that is assigned to the instance. IpAddress *string // Operating system that is running on the instance. OperatingSystem OperatingSystem }
Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.
type InstanceCredentials ¶
type InstanceCredentials struct { // Secret string. For Windows instances, the secret is a password for use with // Windows Remote Desktop. For Linux instances, it is a private key (which must be // saved as a .pem file) for use with SSH. Secret *string // User login string. UserName *string }
Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.
type InstanceDefinition ¶
type InstanceDefinition struct { // An EC2 instance type designation. // // This member is required. InstanceType GameServerGroupInstanceType // Instance weighting that indicates how much this instance type contributes to the // total capacity of a game server group. Instance weights are used by GameLift // FleetIQ to calculate the instance type's cost per unit hour and better identify // the most cost-effective options. For detailed information on weighting instance // capacity, see Instance Weighting // (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html) // in the Amazon EC2 Auto Scaling User Guide. Default value is "1". WeightedCapacity *string }
This data type is used with the Amazon GameLift FleetIQ and game server groups. An allowed instance type for a GameServerGroup. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
type InstanceStatus ¶
type InstanceStatus string
const ( InstanceStatusPending InstanceStatus = "PENDING" InstanceStatusActive InstanceStatus = "ACTIVE" InstanceStatusTerminating InstanceStatus = "TERMINATING" )
Enum values for InstanceStatus
func (InstanceStatus) Values ¶ added in v0.29.0
func (InstanceStatus) Values() []InstanceStatus
Values returns all known values for InstanceStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type InternalServiceException ¶
type InternalServiceException struct {
Message *string
}
The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
func (*InternalServiceException) Error ¶
func (e *InternalServiceException) Error() string
func (*InternalServiceException) ErrorCode ¶
func (e *InternalServiceException) ErrorCode() string
func (*InternalServiceException) ErrorFault ¶
func (e *InternalServiceException) ErrorFault() smithy.ErrorFault
func (*InternalServiceException) ErrorMessage ¶
func (e *InternalServiceException) ErrorMessage() string
type InvalidFleetStatusException ¶
type InvalidFleetStatusException struct {
Message *string
}
The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
func (*InvalidFleetStatusException) Error ¶
func (e *InvalidFleetStatusException) Error() string
func (*InvalidFleetStatusException) ErrorCode ¶
func (e *InvalidFleetStatusException) ErrorCode() string
func (*InvalidFleetStatusException) ErrorFault ¶
func (e *InvalidFleetStatusException) ErrorFault() smithy.ErrorFault
func (*InvalidFleetStatusException) ErrorMessage ¶
func (e *InvalidFleetStatusException) ErrorMessage() string
type InvalidGameSessionStatusException ¶
type InvalidGameSessionStatusException struct {
Message *string
}
The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
func (*InvalidGameSessionStatusException) Error ¶
func (e *InvalidGameSessionStatusException) Error() string
func (*InvalidGameSessionStatusException) ErrorCode ¶
func (e *InvalidGameSessionStatusException) ErrorCode() string
func (*InvalidGameSessionStatusException) ErrorFault ¶
func (e *InvalidGameSessionStatusException) ErrorFault() smithy.ErrorFault
func (*InvalidGameSessionStatusException) ErrorMessage ¶
func (e *InvalidGameSessionStatusException) ErrorMessage() string
type InvalidRequestException ¶
type InvalidRequestException struct {
Message *string
}
One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
func (*InvalidRequestException) Error ¶
func (e *InvalidRequestException) Error() string
func (*InvalidRequestException) ErrorCode ¶
func (e *InvalidRequestException) ErrorCode() string
func (*InvalidRequestException) ErrorFault ¶
func (e *InvalidRequestException) ErrorFault() smithy.ErrorFault
func (*InvalidRequestException) ErrorMessage ¶
func (e *InvalidRequestException) ErrorMessage() string
type IpPermission ¶
type IpPermission struct { // A starting value for a range of allowed port numbers. // // This member is required. FromPort *int32 // A range of allowed IP addresses. This value must be expressed in CIDR notation. // Example: "000.000.000.000/[subnet mask]" or optionally the shortened version // "0.0.0.0/[subnet mask]". // // This member is required. IpRange *string // The network communication protocol used by the fleet. // // This member is required. Protocol IpProtocol // An ending value for a range of allowed port numbers. Port numbers are // end-inclusive. This value must be higher than FromPort. // // This member is required. ToPort *int32 }
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift hosting resource. New game sessions that are started on the fleet are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For fleets created with a custom game server, the ranges reflect the server's game session assignments. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP for use by the Realtime servers.
type IpProtocol ¶
type IpProtocol string
const ( IpProtocolTcp IpProtocol = "TCP" IpProtocolUdp IpProtocol = "UDP" )
Enum values for IpProtocol
func (IpProtocol) Values ¶ added in v0.29.0
func (IpProtocol) Values() []IpProtocol
Values returns all known values for IpProtocol. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type LaunchTemplateSpecification ¶
type LaunchTemplateSpecification struct { // A unique identifier for an existing EC2 launch template. LaunchTemplateId *string // A readable identifier for an existing EC2 launch template. LaunchTemplateName *string // The version of the EC2 launch template to use. If no version is specified, the // default version will be used. With Amazon EC2, you can specify a default version // for a launch template. If none is set, the default is the first version created. Version *string }
This data type is used with the Amazon GameLift FleetIQ and game server groups. An EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group with CreateGameServerGroup.
type LimitExceededException ¶
type LimitExceededException struct {
Message *string
}
The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
func (*LimitExceededException) Error ¶
func (e *LimitExceededException) Error() string
func (*LimitExceededException) ErrorCode ¶
func (e *LimitExceededException) ErrorCode() string
func (*LimitExceededException) ErrorFault ¶
func (e *LimitExceededException) ErrorFault() smithy.ErrorFault
func (*LimitExceededException) ErrorMessage ¶
func (e *LimitExceededException) ErrorMessage() string
type MatchedPlayerSession ¶
type MatchedPlayerSession struct { // A unique identifier for a player PlayerId *string // A unique identifier for a player session PlayerSessionId *string }
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request. When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.
type MatchmakingConfiguration ¶
type MatchmakingConfiguration struct { // A flag that indicates whether a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. // When this option is enabled, matchmaking tickets use the status // REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for // player acceptance. AcceptanceRequired *bool // 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 when FlexMatchMode // is set to STANDALONE. AdditionalPlayerCount *int32 // The method used to backfill game sessions created with this matchmaking // configuration. MANUAL indicates that the game makes backfill requests or does // not use the match backfill feature. AUTOMATIC indicates that GameLift creates // StartMatchBackfill requests whenever a game session has one or more open slots. // Learn more about manual and automatic backfill in Backfill Existing Games with // FlexMatch // (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). // Automatic backfill is not available when FlexMatchMode is set to STANDALONE. BackfillMode BackfillMode // Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift matchmaking configuration resource and uniquely // identifies it. ARNs are unique across all Regions. In a GameLift configuration // ARN, the resource ID matches the Name value. ConfigurationArn *string // The time stamp indicating when this data object was created. The format is a // number expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // Information to attach 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 FlexMatchMode // A set of custom properties for a game session, formatted as key-value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session // (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for a // successful match. This parameter is not used when FlexMatchMode is set to // STANDALONE. GameProperties []GameProperty // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with a // request to start a new game session (see Start a Game Session // (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for a // successful match. This parameter is not used when FlexMatchMode is set to // STANDALONE. GameSessionData *string // 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. Thais property is not set // when FlexMatchMode is set to STANDALONE. GameSessionQueueArns []string // A unique identifier for a matchmaking configuration. This name is used to // identify the configuration associated with a matchmaking request or ticket. Name *string // An SNS topic ARN that is set up to receive matchmaking notifications. 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 // The Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // associated with the GameLift matchmaking rule set resource that this // configuration uses. RuleSetArn *string // A unique identifier for a matchmaking rule set to use with this configuration. A // matchmaking configuration can only use rule sets that are defined in the same // Region. RuleSetName *string }
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
type MatchmakingConfigurationStatus ¶
type MatchmakingConfigurationStatus string
const ( MatchmakingConfigurationStatusCancelled MatchmakingConfigurationStatus = "CANCELLED" MatchmakingConfigurationStatusCompleted MatchmakingConfigurationStatus = "COMPLETED" MatchmakingConfigurationStatusFailed MatchmakingConfigurationStatus = "FAILED" MatchmakingConfigurationStatusPlacing MatchmakingConfigurationStatus = "PLACING" MatchmakingConfigurationStatusQueued MatchmakingConfigurationStatus = "QUEUED" MatchmakingConfigurationStatusRequiresAcceptance MatchmakingConfigurationStatus = "REQUIRES_ACCEPTANCE" MatchmakingConfigurationStatusSearching MatchmakingConfigurationStatus = "SEARCHING" MatchmakingConfigurationStatusTimedOut MatchmakingConfigurationStatus = "TIMED_OUT" )
Enum values for MatchmakingConfigurationStatus
func (MatchmakingConfigurationStatus) Values ¶ added in v0.29.0
func (MatchmakingConfigurationStatus) Values() []MatchmakingConfigurationStatus
Values returns all known values for MatchmakingConfigurationStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type MatchmakingRuleSet ¶
type MatchmakingRuleSet struct { // 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 // The time stamp indicating when this data object was created. The format is a // number expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift matchmaking rule set resource and uniquely // identifies it. ARNs are unique across all Regions. In a GameLift rule set ARN, // the resource ID matches the RuleSetName value. RuleSetArn *string // A unique identifier for a matchmaking rule set RuleSetName *string }
Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects. A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch Rule Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html).
* Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.
* Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.
* Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.
* Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.
type MatchmakingTicket ¶
type MatchmakingTicket struct { // The Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // associated with the GameLift matchmaking configuration resource that is used // with this ticket. ConfigurationArn *string // Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking // configurations determine how players are grouped into a match and how a new game // session is created for the match. ConfigurationName *string // Time stamp indicating when this matchmaking request stopped being processed due // to success, failure, or cancellation. Format is a number expressed in Unix time // as milliseconds (for example "1469498468.057"). EndTime *time.Time // Average amount of time (in seconds) that players are currently waiting for a // match. If there is not enough recent data, this property may be empty. EstimatedWaitTime *int32 // Identifier and connection information of the game session created for the match. // This information is added to the ticket only after the matchmaking request has // been successfully completed. This parameter is not set when FlexMatch is being // used without GameLift hosting. GameSessionConnectionInfo *GameSessionConnectionInfo // A set of Player objects, each representing a player to find matches for. Players // are identified by a unique player ID and may include latency data for use during // matchmaking. If the ticket is in status COMPLETED, the Player objects include // the team the players were assigned to in the resulting match. Players []Player // Time stamp indicating when this matchmaking request was received. Format is a // number expressed in Unix time as milliseconds (for example "1469498468.057"). StartTime *time.Time // Current status of the matchmaking request. // // * QUEUED -- The matchmaking request // has been received and is currently waiting to be processed. // // * SEARCHING -- The // matchmaking request is currently being processed. // // * REQUIRES_ACCEPTANCE -- A // match has been proposed and the players must accept the match (see AcceptMatch). // This status is used only with requests that use a matchmaking configuration with // a player acceptance requirement. // // * PLACING -- The FlexMatch engine has matched // players and is in the process of placing a new game session for the match. // // * // COMPLETED -- Players have been matched and a game session is ready to host the // players. A ticket in this state contains the necessary connection information // for players. // // * FAILED -- The matchmaking request was not completed. // // * // CANCELLED -- The matchmaking request was canceled. This may be the result of a // call to StopMatchmaking or a proposed match that one or more players failed to // accept. // // * TIMED_OUT -- The matchmaking request was not successful within the // duration specified in the matchmaking configuration. // // Matchmaking requests that // fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be // resubmitted as new requests with new ticket IDs. Status MatchmakingConfigurationStatus // Additional information about the current status. StatusMessage *string // Code to explain the current status. For example, a status reason may indicate // when a ticket has returned to SEARCHING status after a proposed match fails to // receive player acceptances. StatusReason *string // A unique identifier for a matchmaking ticket. TicketId *string }
Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.
type MetricName ¶
type MetricName string
const ( MetricNameActivatingGameSessions MetricName = "ActivatingGameSessions" MetricNameActiveGameSessions MetricName = "ActiveGameSessions" MetricNameActiveInstances MetricName = "ActiveInstances" MetricNameAvailableGameSessions MetricName = "AvailableGameSessions" MetricNameAvailablePlayerSessions MetricName = "AvailablePlayerSessions" MetricNameCurrentPlayerSessions MetricName = "CurrentPlayerSessions" MetricNameIdleInstances MetricName = "IdleInstances" MetricNamePercentAvailableGameSessions MetricName = "PercentAvailableGameSessions" MetricNamePercentIdleInstances MetricName = "PercentIdleInstances" MetricNameQueueDepth MetricName = "QueueDepth" MetricNameWaitTime MetricName = "WaitTime" )
Enum values for MetricName
func (MetricName) Values ¶ added in v0.29.0
func (MetricName) Values() []MetricName
Values returns all known values for MetricName. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type NotFoundException ¶
type NotFoundException struct {
Message *string
}
A service resource associated with the request could not be found. Clients should not retry such requests.
func (*NotFoundException) Error ¶
func (e *NotFoundException) Error() string
func (*NotFoundException) ErrorCode ¶
func (e *NotFoundException) ErrorCode() string
func (*NotFoundException) ErrorFault ¶
func (e *NotFoundException) ErrorFault() smithy.ErrorFault
func (*NotFoundException) ErrorMessage ¶
func (e *NotFoundException) ErrorMessage() string
type OperatingSystem ¶
type OperatingSystem string
const ( OperatingSystemWindows2012 OperatingSystem = "WINDOWS_2012" OperatingSystemAmazonLinux OperatingSystem = "AMAZON_LINUX" OperatingSystemAmazonLinux2 OperatingSystem = "AMAZON_LINUX_2" )
Enum values for OperatingSystem
func (OperatingSystem) Values ¶ added in v0.29.0
func (OperatingSystem) Values() []OperatingSystem
Values returns all known values for OperatingSystem. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type OutOfCapacityException ¶
type OutOfCapacityException struct {
Message *string
}
The specified game server group has no available game servers to fulfill a ClaimGameServer request. Clients can retry such requests immediately or after a waiting period.
func (*OutOfCapacityException) Error ¶
func (e *OutOfCapacityException) Error() string
func (*OutOfCapacityException) ErrorCode ¶
func (e *OutOfCapacityException) ErrorCode() string
func (*OutOfCapacityException) ErrorFault ¶
func (e *OutOfCapacityException) ErrorFault() smithy.ErrorFault
func (*OutOfCapacityException) ErrorMessage ¶
func (e *OutOfCapacityException) ErrorMessage() string
type PlacedPlayerSession ¶
type PlacedPlayerSession struct { // A unique identifier for a player that is associated with this player session. PlayerId *string // A unique identifier for a player session. PlayerSessionId *string }
Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.
* CreatePlayerSession
* CreatePlayerSessions
* DescribePlayerSessions
* Game session placements
* StartGameSessionPlacement
* DescribeGameSessionPlacement
* StopGameSessionPlacement
type Player ¶
type Player struct { // Set of values, expressed in milliseconds, indicating the amount of latency that // a player experiences when connected to AWS Regions. If this property is present, // FlexMatch considers placing the match only in Regions for which latency is // reported. If a matchmaker has a rule that evaluates player latency, players must // report latency in order to be matched. If no latency is reported in this // scenario, FlexMatch assumes that no Regions are available to the player and the // ticket is not matchable. LatencyInMs map[string]int32 // A collection of key:value pairs containing player information for use in // matchmaking. Player attribute keys must match the playerAttributes used in a // matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, // "gameMode": {"S": "deathmatch"}}. PlayerAttributes map[string]AttributeValue // A unique identifier for a player PlayerId *string // Name of the team that the player is assigned to in a match. Team names are // defined in a matchmaking rule set. Team *string }
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
type PlayerLatency ¶
type PlayerLatency struct { // Amount of time that represents the time lag experienced by the player when // connected to the specified Region. LatencyInMilliseconds float32 // A unique identifier for a player associated with the latency data. PlayerId *string // Name of the Region that is associated with the latency value. RegionIdentifier *string }
Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.
type PlayerLatencyPolicy ¶
type PlayerLatencyPolicy struct { // The maximum latency value that is allowed for any player, in milliseconds. All // policies must have a value set for this property. MaximumIndividualPlayerLatencyMilliseconds *int32 // The length of time, in seconds, that the policy is enforced while placing a new // game session. A null value for this property means that the policy is enforced // until the queue times out. PolicyDurationSeconds *int32 }
Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed with any fleet in a Region where a player reports latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.
* CreateGameSessionQueue
* DescribeGameSessionQueues
* UpdateGameSessionQueue
* DeleteGameSessionQueue
type PlayerSession ¶
type PlayerSession struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // DNS identifier assigned to the instance that is running the game session. Values // have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. // // * // Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See Amazon EC2 Instance IP // Addressing // (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) // // When // connecting to a game session that is running on a TLS-enabled fleet, you must // use the DNS name, not the IP address. DnsName *string // The Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // associated with the GameLift fleet that the player's game session is running on. FleetArn *string // A unique identifier for a fleet that the player's game session is running on. FleetId *string // A unique identifier for the game session that the player session is connected // to. GameSessionId *string // IP address of the instance that is running the game session. When connecting to // a Amazon GameLift game server, a client needs to reference an IP address (or DNS // name) and port number. IpAddress *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 // A unique identifier for a player that is associated with this player session. PlayerId *string // A unique identifier for a player session. PlayerSessionId *string // Port number for the game session. To connect to a Amazon GameLift server // process, an app needs both the IP address and port number. Port *int32 // Current status of the player session. Possible player session statuses include // the following: // // * RESERVED -- The player session request has been received, but // the player has not yet connected to the server process and/or been validated. // // * // ACTIVE -- The player has been validated by the server process and is currently // connected. // // * COMPLETED -- The player connection has been dropped. // // * TIMEDOUT // -- A player session request was received, but the player did not connect and/or // was not validated within the timeout limit (60 seconds). Status PlayerSessionStatus // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time }
Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED) or actual player activity in a game session (status ACTIVE). A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated. When a player disconnects, the player session status changes to COMPLETED. Once the session ends, the player session object is retained for 30 days and then removed.
* CreatePlayerSession
* CreatePlayerSessions
* DescribePlayerSessions
* Game session placements
* StartGameSessionPlacement
* DescribeGameSessionPlacement
* StopGameSessionPlacement
type PlayerSessionCreationPolicy ¶
type PlayerSessionCreationPolicy string
const ( PlayerSessionCreationPolicyAcceptAll PlayerSessionCreationPolicy = "ACCEPT_ALL" PlayerSessionCreationPolicyDenyAll PlayerSessionCreationPolicy = "DENY_ALL" )
Enum values for PlayerSessionCreationPolicy
func (PlayerSessionCreationPolicy) Values ¶ added in v0.29.0
func (PlayerSessionCreationPolicy) Values() []PlayerSessionCreationPolicy
Values returns all known values for PlayerSessionCreationPolicy. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type PlayerSessionStatus ¶
type PlayerSessionStatus string
const ( PlayerSessionStatusReserved PlayerSessionStatus = "RESERVED" PlayerSessionStatusActive PlayerSessionStatus = "ACTIVE" PlayerSessionStatusCompleted PlayerSessionStatus = "COMPLETED" PlayerSessionStatusTimedout PlayerSessionStatus = "TIMEDOUT" )
Enum values for PlayerSessionStatus
func (PlayerSessionStatus) Values ¶ added in v0.29.0
func (PlayerSessionStatus) Values() []PlayerSessionStatus
Values returns all known values for PlayerSessionStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type PolicyType ¶
type PolicyType string
const ( PolicyTypeRuleBased PolicyType = "RuleBased" PolicyTypeTargetBased PolicyType = "TargetBased" )
Enum values for PolicyType
func (PolicyType) Values ¶ added in v0.29.0
func (PolicyType) Values() []PolicyType
Values returns all known values for PolicyType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type ProtectionPolicy ¶
type ProtectionPolicy string
const ( ProtectionPolicyNoProtection ProtectionPolicy = "NoProtection" ProtectionPolicyFullProtection ProtectionPolicy = "FullProtection" )
Enum values for ProtectionPolicy
func (ProtectionPolicy) Values ¶ added in v0.29.0
func (ProtectionPolicy) Values() []ProtectionPolicy
Values returns all known values for ProtectionPolicy. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type ResourceCreationLimitPolicy ¶
type ResourceCreationLimitPolicy struct { // The maximum number of game sessions that an individual can create during the // policy period. NewGameSessionsPerCreator *int32 // The time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *int32 }
A policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period". The policy is evaluated when a player tries to create a new game session. For example: Assume you have a policy of 10 new game sessions and a time period of 60 minutes. On receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than 10 game sessions in the past 60 minutes.
type RoutingStrategy ¶
type RoutingStrategy struct { // The unique identifier for a fleet that the alias points to. This value is the // fleet ID, not the fleet ARN. FleetId *string // The message text to be used with a terminal routing strategy. Message *string // The type of routing strategy for the alias. Possible routing types include the // following: // // * SIMPLE - The alias resolves to one specific fleet. Use this type // when routing to active fleets. // // * TERMINAL - The alias does not resolve to a // fleet but instead can be used to display a message to the user. A terminal alias // throws a TerminalRoutingStrategyException with the RoutingStrategy message // embedded. Type RoutingStrategyType }
The routing configuration for a fleet alias.
* CreateAlias
* ListAliases
* DescribeAlias
* UpdateAlias
* DeleteAlias
* ResolveAlias
type RoutingStrategyType ¶
type RoutingStrategyType string
const ( RoutingStrategyTypeSimple RoutingStrategyType = "SIMPLE" RoutingStrategyTypeTerminal RoutingStrategyType = "TERMINAL" )
Enum values for RoutingStrategyType
func (RoutingStrategyType) Values ¶ added in v0.29.0
func (RoutingStrategyType) Values() []RoutingStrategyType
Values returns all known values for RoutingStrategyType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type RuntimeConfiguration ¶
type RuntimeConfiguration struct { // The maximum amount of time (in seconds) that a game session can remain in status // ACTIVATING. If the game session is not active before the timeout, activation is // terminated and the game session status is changed to TERMINATED. GameSessionActivationTimeoutSeconds *int32 // The maximum number of game sessions with status ACTIVATING to allow on an // instance simultaneously. This setting limits the amount of instance resources // that can be used for new game activations at any one time. MaxConcurrentGameSessionActivations *int32 // A collection of server process configurations that describe which server // processes to run on each instance in a fleet. ServerProcesses []ServerProcess }
A collection of server process configurations that describe what processes to run on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instance in the fleet starts the specified server processes and continues to start new processes as existing processes end. Each instance regularly checks for an updated runtime configuration. The runtime configuration enables the instances in a fleet to run multiple processes simultaneously. Learn more about Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html). A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object.
* CreateFleet
* ListFleets
* DeleteFleet
* DescribeFleetAttributes
* UpdateFleetAttributes
* StartFleetActions or StopFleetActions
type S3Location ¶
type S3Location struct { // An S3 bucket identifier. This is the name of the S3 bucket. GameLift currently // does not support uploading from S3 buckets with names that contain a dot (.). Bucket *string // The name of the zip file that contains the build files or script files. Key *string // The version of the file, if object versioning is turned on for the bucket. // Amazon GameLift uses this information when retrieving files from an S3 bucket // that you own. Use this parameter to specify a specific version of the file. If // not set, the latest version of the file is retrieved. ObjectVersion *string // The Amazon Resource Name (ARN // (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) for an IAM // role that allows Amazon GameLift to access the S3 bucket. RoleArn *string }
The location in S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.
type ScalingAdjustmentType ¶
type ScalingAdjustmentType string
const ( ScalingAdjustmentTypeChangeInCapacity ScalingAdjustmentType = "ChangeInCapacity" ScalingAdjustmentTypeExactCapacity ScalingAdjustmentType = "ExactCapacity" ScalingAdjustmentTypePercentChangeInCapacity ScalingAdjustmentType = "PercentChangeInCapacity" )
Enum values for ScalingAdjustmentType
func (ScalingAdjustmentType) Values ¶ added in v0.29.0
func (ScalingAdjustmentType) Values() []ScalingAdjustmentType
Values returns all known values for ScalingAdjustmentType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type ScalingPolicy ¶
type ScalingPolicy struct { // Comparison operator to use when measuring a metric against the threshold value. ComparisonOperator ComparisonOperatorType // Length of time (in minutes) the metric must be at or beyond the threshold before // a scaling event is triggered. EvaluationPeriods *int32 // A unique identifier for a fleet that is associated with this scaling policy. 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. MetricName MetricName // A descriptive label that is associated with a scaling policy. Policy names do // not need to be unique. Name *string // The type of scaling policy to create. For a target-based policy, set the // parameter MetricName to 'PercentAvailableGameSessions' and specify a // TargetConfiguration. For a rule-based policy set the following parameters: // MetricName, ComparisonOperator, Threshold, EvaluationPeriods, // ScalingAdjustmentType, and ScalingAdjustment. PolicyType 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. ScalingAdjustmentType ScalingAdjustmentType // Current status of the scaling policy. The scaling policy can be in force only // when in an ACTIVE status. Scaling policies can be suspended for individual // fleets (see StopFleetActions; if suspended for a fleet, the policy status does // not change. View a fleet's stopped actions by calling DescribeFleetCapacity. // // * // ACTIVE -- The scaling policy can be used for auto-scaling a fleet. // // * // UPDATE_REQUESTED -- A request to update the scaling policy has been received. // // * // UPDATING -- A change is being made to the scaling policy. // // * DELETE_REQUESTED -- // A request to delete the scaling policy has been received. // // * DELETING -- The // scaling policy is being deleted. // // * DELETED -- The scaling policy has been // deleted. // // * ERROR -- An error occurred in creating the policy. It should be // removed and recreated. Status ScalingStatusType // The settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration // Metric value used to trigger a scaling event. Threshold float64 }
Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.
* DescribeFleetCapacity
* UpdateFleetCapacity
* DescribeEC2InstanceLimits
* Manage scaling policies:
* PutScalingPolicy (auto-scaling)
* DescribeScalingPolicies (auto-scaling)
* DeleteScalingPolicy (auto-scaling)
* Manage fleet actions:
* StartFleetActions
* StopFleetActions
type ScalingStatusType ¶
type ScalingStatusType string
const ( ScalingStatusTypeActive ScalingStatusType = "ACTIVE" ScalingStatusTypeUpdateRequested ScalingStatusType = "UPDATE_REQUESTED" ScalingStatusTypeUpdating ScalingStatusType = "UPDATING" ScalingStatusTypeDeleteRequested ScalingStatusType = "DELETE_REQUESTED" ScalingStatusTypeDeleting ScalingStatusType = "DELETING" ScalingStatusTypeDeleted ScalingStatusType = "DELETED" ScalingStatusTypeError ScalingStatusType = "ERROR" )
Enum values for ScalingStatusType
func (ScalingStatusType) Values ¶ added in v0.29.0
func (ScalingStatusType) Values() []ScalingStatusType
Values returns all known values for ScalingStatusType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.
type Script ¶
type Script struct { // A time stamp indicating when this data object was created. The format is a // number expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // A descriptive label that is associated with a script. Script names do not need // to be unique. Name *string // Amazon Resource Name (ARN // (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) // that is assigned to a GameLift script resource and uniquely identifies it. ARNs // are unique across all Regions. In a GameLift script ARN, the resource ID matches // the ScriptId value. ScriptArn *string // A unique identifier for a Realtime script ScriptId *string // The file size of the uploaded Realtime script, expressed in bytes. When files // are uploaded from an S3 location, this value remains at "0". SizeOnDisk *int64 // The location in S3 where build or script files are stored for access by Amazon // GameLift. This location is specified in CreateBuild, CreateScript, and // UpdateScript requests. StorageLocation *S3Location // The version that is associated with a build or script. Version strings do not // need to be unique. Version *string }
Properties describing a Realtime script. Related operations
* CreateScript
* ListScripts
* DescribeScript
* UpdateScript
* DeleteScript
type ServerProcess ¶
type ServerProcess struct { // The number of server processes that use this configuration to run concurrently // on an instance. // // This member is required. ConcurrentExecutions *int32 // The location of the server executable in a custom game build or the name of the // Realtime script file that contains the Init() function. Game builds and Realtime // scripts are installed on instances at the root: // // * Windows (for custom game // builds only): C:\game. Example: "C:\game\MyGame\server.exe" // // * Linux: // /local/game. Examples: "/local/game/MyGame/server.exe" or // "/local/game/MyRealtimeScript.js" // // This member is required. LaunchPath *string // An optional list of parameters to pass to the server executable or Realtime // script on launch. Parameters *string }
A set of instructions for launching server processes on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instruction set identifies the location of the custom game build executable or Realtime launch script, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's RuntimeConfiguration.
type Tag ¶
type Tag struct { // The key for a developer-defined key:value pair for tagging an AWS resource. // // This member is required. Key *string // The value for a developer-defined key:value pair for tagging an AWS resource. // // This member is required. Value *string }
A label that can be assigned to a GameLift resource. Learn more Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) Related operations
* TagResource
* UntagResource
* ListTagsForResource
type TaggingFailedException ¶
type TaggingFailedException struct {
Message *string
}
The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
func (*TaggingFailedException) Error ¶
func (e *TaggingFailedException) Error() string
func (*TaggingFailedException) ErrorCode ¶
func (e *TaggingFailedException) ErrorCode() string
func (*TaggingFailedException) ErrorFault ¶
func (e *TaggingFailedException) ErrorFault() smithy.ErrorFault
func (*TaggingFailedException) ErrorMessage ¶
func (e *TaggingFailedException) ErrorMessage() string
type TargetConfiguration ¶
type TargetConfiguration struct { // Desired value to use with a target-based scaling policy. The value must be // relevant for whatever metric the scaling policy is using. For example, in a // policy using the metric PercentAvailableGameSessions, the target value should be // the preferred size of the fleet's buffer (the percent of capacity that should be // idle and ready for new game sessions). // // This member is required. TargetValue float64 }
Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.
* DescribeFleetCapacity
* UpdateFleetCapacity
* DescribeEC2InstanceLimits
* Manage scaling policies:
* PutScalingPolicy (auto-scaling)
* DescribeScalingPolicies (auto-scaling)
* DeleteScalingPolicy (auto-scaling)
* Manage fleet actions:
* StartFleetActions
* StopFleetActions
type TargetTrackingConfiguration ¶
type TargetTrackingConfiguration struct { // Desired value to use with a game server group target-based scaling policy. // // This member is required. TargetValue *float64 }
This data type is used with the Amazon GameLift FleetIQ and game server groups. Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.
type TerminalRoutingStrategyException ¶
type TerminalRoutingStrategyException struct {
Message *string
}
The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
func (*TerminalRoutingStrategyException) Error ¶
func (e *TerminalRoutingStrategyException) Error() string
func (*TerminalRoutingStrategyException) ErrorCode ¶
func (e *TerminalRoutingStrategyException) ErrorCode() string
func (*TerminalRoutingStrategyException) ErrorFault ¶
func (e *TerminalRoutingStrategyException) ErrorFault() smithy.ErrorFault
func (*TerminalRoutingStrategyException) ErrorMessage ¶
func (e *TerminalRoutingStrategyException) ErrorMessage() string
type UnauthorizedException ¶
type UnauthorizedException struct {
}The client failed authentication. Clients should not retry such requests.
func (*UnauthorizedException) Error ¶
func (e *UnauthorizedException) Error() string
func (*UnauthorizedException) ErrorCode ¶
func (e *UnauthorizedException) ErrorCode() string
func (*UnauthorizedException) ErrorFault ¶
func (e *UnauthorizedException) ErrorFault() smithy.ErrorFault
func (*UnauthorizedException) ErrorMessage ¶
func (e *UnauthorizedException) ErrorMessage() string
type UnsupportedRegionException ¶
type UnsupportedRegionException struct {
Message *string
}
The requested operation is not supported in the Region specified.
func (*UnsupportedRegionException) Error ¶
func (e *UnsupportedRegionException) Error() string
func (*UnsupportedRegionException) ErrorCode ¶
func (e *UnsupportedRegionException) ErrorCode() string
func (*UnsupportedRegionException) ErrorFault ¶
func (e *UnsupportedRegionException) ErrorFault() smithy.ErrorFault
func (*UnsupportedRegionException) ErrorMessage ¶
func (e *UnsupportedRegionException) ErrorMessage() string
type VpcPeeringAuthorization ¶
type VpcPeeringAuthorization struct { // Time stamp indicating when this authorization was issued. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time // Time stamp indicating when this authorization expires (24 hours after issuance). // Format is a number expressed in Unix time as milliseconds (for example // "1469498468.057"). ExpirationTime *time.Time // 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. GameLiftAwsAccountId *string // 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). PeerVpcId *string }
Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.
* CreateVpcPeeringAuthorization
* DescribeVpcPeeringAuthorizations
* DeleteVpcPeeringAuthorization
* CreateVpcPeeringConnection
* DescribeVpcPeeringConnections
* DeleteVpcPeeringConnection
type VpcPeeringConnection ¶
type VpcPeeringConnection 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 for this connection. FleetArn *string // A unique identifier for a fleet. This ID determines the ID of the Amazon // GameLift VPC for your fleet. FleetId *string // A unique identifier for the VPC that contains the Amazon GameLift fleet for this // connection. This VPC is managed by Amazon GameLift and does not appear in your // AWS account. GameLiftVpcId *string // CIDR block of IPv4 addresses assigned to the VPC peering connection for the // GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; // these blocks cannot overlap or the peering connection cannot be created. IpV4CidrBlock *string // 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). PeerVpcId *string // The status information about the connection. Status indicates if a connection is // pending, successful, or failed. Status *VpcPeeringConnectionStatus // A unique identifier that is automatically assigned to the connection record. // This ID is referenced in VPC peering connection events, and is used when // deleting a connection with DeleteVpcPeeringConnection. VpcPeeringConnectionId *string }
Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.
* CreateVpcPeeringAuthorization
* DescribeVpcPeeringAuthorizations
* DeleteVpcPeeringAuthorization
* CreateVpcPeeringConnection
* DescribeVpcPeeringConnections
* DeleteVpcPeeringConnection
type VpcPeeringConnectionStatus ¶
type VpcPeeringConnectionStatus struct { // Code indicating the status of a VPC peering connection. Code *string // Additional messaging associated with the connection status. Message *string }
Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason (https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html)). Connection status information is also communicated as a fleet Event.