Documentation ¶
Index ¶
- type AcceptanceType
- type Alias
- type AnywhereConfiguration
- type AttributeValue
- type AwsCredentials
- type BackfillMode
- type BalancingStrategy
- type Build
- type BuildStatus
- type CertificateConfiguration
- type CertificateType
- type ClaimFilterOption
- type ComparisonOperatorType
- type Compute
- type ComputeStatus
- type ComputeType
- type ConflictException
- type DesiredPlayerSession
- type EC2InstanceCounts
- type EC2InstanceLimit
- type EC2InstanceType
- type Event
- type EventCode
- type FilterConfiguration
- type FilterInstanceStatus
- 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 LocationAttributes
- type LocationConfiguration
- type LocationFilter
- type LocationModel
- type LocationState
- type LocationUpdateStatus
- 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 PriorityConfiguration
- type PriorityType
- 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 { // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift alias resource and uniquely identifies // it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a // GameLift alias ARN, the resource ID matches the alias ID value. AliasArn *string // A unique identifier for the 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 // contains filtered or unexported fields }
Properties that describe an alias resource. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type AnywhereConfiguration ¶ added in v1.16.0
type AnywhereConfiguration struct { // The cost to run your fleet per hour. Amazon GameLift uses the provided cost of // your fleet to balance usage in queues. For more information about queues, see // Setting up queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) // in the Amazon GameLift Developer Guide. // // This member is required. Cost *string // contains filtered or unexported fields }
Amazon GameLift Anywhere configuration options for your Anywhere fleets.
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 100 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 // contains filtered or unexported fields }
Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.
type AwsCredentials ¶
type AwsCredentials struct { // The access key ID that identifies the temporary security credentials. AccessKeyId *string // The secret access key that can be used to sign requests. SecretAccessKey *string // The token that users must pass to the service API to use the temporary // credentials. SessionToken *string // contains filtered or unexported fields }
Amazon Web Services account security credentials that allow interactions with Amazon GameLift resources. The credentials are temporary and valid for a limited time span. You can request fresh credentials at any time. Amazon Web Services security credentials consist of three parts: an access key ID, a secret access key, and a session token. You must use all three parts together to authenticate your access requests. You need Amazon Web Services credentials for the following tasks:
- To upload a game server build directly to Amazon GameLift S3 storage using CreateBuild . To get access for this task, call RequestUploadCredentials .
- To remotely connect to an active Amazon GameLift fleet instances. To get remote access, call GetComputeAccess .
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 { // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs // are unique across all Regions. Format is // arn:aws:gamelift:::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a // GameLift build ARN, the resource ID matches the BuildId value. BuildArn *string // A unique identifier for the build. BuildId *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 descriptive label associated with a build. Build names don't need to be // unique. It can be set using CreateBuild (https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateBuild.html) // or UpdateBuild (https://docs.aws.amazon.com/gamelift/latest/apireference/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 // The Amazon GameLift Server SDK version used to develop your game server. ServerSdkVersion *string // File size of the uploaded game build, expressed in bytes. When the build status // is INITIALIZED or when using a custom Amazon S3 storage location, 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 associated with a build or script. Version strings don't // need to be unique. Version *string // contains filtered or unexported fields }
Properties describing a custom game build. All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
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 is generated for a fleet. Valid values // include: // - GENERATED - Generate a TLS/SSL certificate for this fleet. // - DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet. // // This member is required. CertificateType CertificateType // contains filtered or unexported fields }
Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the Amazon GameLift Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) operation GetInstanceCertificate .
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 ClaimFilterOption ¶ added in v1.19.0
type ClaimFilterOption struct { // List of instance statuses that game servers may be claimed on. If provided, the // list must contain the ACTIVE status. InstanceStatuses []FilterInstanceStatus // contains filtered or unexported fields }
This data type is used with the Amazon GameLift FleetIQ and game server groups. Filters which game servers may be claimed when calling ClaimGameServer .
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 Compute ¶ added in v1.16.0
type Compute struct { // The ARN that is assigned to a compute resource and uniquely identifies it. ARNs // are unique across locations. Instances in managed EC2 fleets are not assigned a // ComputeARN. ComputeArn *string // A descriptive label for the compute resource. For instances in a managed EC2 // fleet, the compute name is an instance ID. ComputeName *string // Current status of the compute. A compute must have an ACTIVE status to host // game sessions. ComputeStatus ComputeStatus // 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 // The DNS name of a compute resource. Amazon GameLift requires a DNS name or IP // address for a compute. DnsName *string // The Amazon Resource Name (ARN) of the fleet that the compute belongs to. FleetArn *string // A unique identifier for the fleet that the compute belongs to. FleetId *string // The Amazon GameLift SDK endpoint connection for a registered compute resource // in an Anywhere fleet. The game servers on the compute use this endpoint to // connect to the Amazon GameLift service. GameLiftServiceSdkEndpoint *string // The IP address of a compute resource. Amazon GameLift requires a DNS name or IP // address for a compute. IpAddress *string // The name of the custom location you added to the fleet that this compute // resource resides in. Location *string // The type of operating system on the compute resource. OperatingSystem OperatingSystem // The Amazon EC2 instance type that the fleet uses. For registered computes in an // Amazon GameLift Anywhere fleet, this property is empty. Type EC2InstanceType // contains filtered or unexported fields }
An Amazon GameLift compute resource for hosting your game servers. A compute can be an EC2instance in a managed EC2 fleet or a registered compute in an Anywhere fleet.
type ComputeStatus ¶ added in v1.16.0
type ComputeStatus string
const ( ComputeStatusPending ComputeStatus = "PENDING" ComputeStatusActive ComputeStatus = "ACTIVE" ComputeStatusTerminating ComputeStatus = "TERMINATING" )
Enum values for ComputeStatus
func (ComputeStatus) Values ¶ added in v1.16.0
func (ComputeStatus) Values() []ComputeStatus
Values returns all known values for ComputeStatus. 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 ComputeType ¶ added in v1.16.0
type ComputeType string
const ( ComputeTypeEc2 ComputeType = "EC2" ComputeTypeAnywhere ComputeType = "ANYWHERE" )
Enum values for ComputeType
func (ComputeType) Values ¶ added in v1.16.0
func (ComputeType) Values() []ComputeType
Values returns all known values for ComputeType. 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 ErrorCodeOverride *string // contains filtered or unexported fields }
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 // contains filtered or unexported fields }
Player information for use when creating player sessions using a game session placement request.
type EC2InstanceCounts ¶
type EC2InstanceCounts struct { // Actual number of instances that are ready to host game sessions. ACTIVE *int32 // Requested number of active instances. Amazon GameLift takes action as needed to // maintain the desired number of instances. Capacity is scaled up or down by // changing the desired instances. A change in the desired instances value can take // up to 1 minute to be reflected when viewing a fleet's capacity settings. DESIRED *int32 // Number of active instances that are not currently hosting a game session. IDLE *int32 // The maximum instance count value allowed. MAXIMUM *int32 // The minimum instance count value allowed. MINIMUM *int32 // Number of instances that are starting but not yet active. PENDING *int32 // Number of instances that are no longer active but haven't yet been terminated. TERMINATING *int32 // contains filtered or unexported fields }
Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.
type EC2InstanceLimit ¶
type EC2InstanceLimit struct { // The number of instances for the specified type and location that are currently // being used by the Amazon Web Services account. CurrentInstances *int32 // The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud // Instance Types (http://aws.amazon.com/ec2/instance-types/) for detailed // descriptions. EC2InstanceType EC2InstanceType // The number of instances that is allowed for the specified instance type and // location. InstanceLimit *int32 // An Amazon Web Services Region code, such as us-west-2 . Location *string // contains filtered or unexported fields }
The Amazon GameLift service limits for an Amazon EC2 instance type and current utilization. Amazon GameLift allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region or location, for use with Amazon GameLift. You can request an limit increase for your account by using the Service limits page in the Amazon GameLift console.
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" EC2InstanceTypeC5dLarge EC2InstanceType = "c5d.large" EC2InstanceTypeC5dXlarge EC2InstanceType = "c5d.xlarge" EC2InstanceTypeC5d2xlarge EC2InstanceType = "c5d.2xlarge" EC2InstanceTypeC5d4xlarge EC2InstanceType = "c5d.4xlarge" EC2InstanceTypeC5d9xlarge EC2InstanceType = "c5d.9xlarge" EC2InstanceTypeC5d12xlarge EC2InstanceType = "c5d.12xlarge" EC2InstanceTypeC5d18xlarge EC2InstanceType = "c5d.18xlarge" EC2InstanceTypeC5d24xlarge EC2InstanceType = "c5d.24xlarge" EC2InstanceTypeC6aLarge EC2InstanceType = "c6a.large" EC2InstanceTypeC6aXlarge EC2InstanceType = "c6a.xlarge" EC2InstanceTypeC6a2xlarge EC2InstanceType = "c6a.2xlarge" EC2InstanceTypeC6a4xlarge EC2InstanceType = "c6a.4xlarge" EC2InstanceTypeC6a8xlarge EC2InstanceType = "c6a.8xlarge" EC2InstanceTypeC6a12xlarge EC2InstanceType = "c6a.12xlarge" EC2InstanceTypeC6a16xlarge EC2InstanceType = "c6a.16xlarge" EC2InstanceTypeC6a24xlarge EC2InstanceType = "c6a.24xlarge" EC2InstanceTypeC6iLarge EC2InstanceType = "c6i.large" EC2InstanceTypeC6iXlarge EC2InstanceType = "c6i.xlarge" EC2InstanceTypeC6i2xlarge EC2InstanceType = "c6i.2xlarge" EC2InstanceTypeC6i4xlarge EC2InstanceType = "c6i.4xlarge" EC2InstanceTypeC6i8xlarge EC2InstanceType = "c6i.8xlarge" EC2InstanceTypeC6i12xlarge EC2InstanceType = "c6i.12xlarge" EC2InstanceTypeC6i16xlarge EC2InstanceType = "c6i.16xlarge" EC2InstanceTypeC6i24xlarge EC2InstanceType = "c6i.24xlarge" EC2InstanceTypeR5dLarge EC2InstanceType = "r5d.large" EC2InstanceTypeR5dXlarge EC2InstanceType = "r5d.xlarge" EC2InstanceTypeR5d2xlarge EC2InstanceType = "r5d.2xlarge" EC2InstanceTypeR5d4xlarge EC2InstanceType = "r5d.4xlarge" EC2InstanceTypeR5d8xlarge EC2InstanceType = "r5d.8xlarge" EC2InstanceTypeR5d12xlarge EC2InstanceType = "r5d.12xlarge" EC2InstanceTypeR5d16xlarge EC2InstanceType = "r5d.16xlarge" EC2InstanceTypeR5d24xlarge EC2InstanceType = "r5d.24xlarge" EC2InstanceTypeM6gMedium EC2InstanceType = "m6g.medium" EC2InstanceTypeM6gLarge EC2InstanceType = "m6g.large" EC2InstanceTypeM6gXlarge EC2InstanceType = "m6g.xlarge" EC2InstanceTypeM6g2xlarge EC2InstanceType = "m6g.2xlarge" EC2InstanceTypeM6g4xlarge EC2InstanceType = "m6g.4xlarge" EC2InstanceTypeM6g8xlarge EC2InstanceType = "m6g.8xlarge" EC2InstanceTypeM6g12xlarge EC2InstanceType = "m6g.12xlarge" EC2InstanceTypeM6g16xlarge EC2InstanceType = "m6g.16xlarge" EC2InstanceTypeC6gMedium EC2InstanceType = "c6g.medium" EC2InstanceTypeC6gLarge EC2InstanceType = "c6g.large" EC2InstanceTypeC6gXlarge EC2InstanceType = "c6g.xlarge" EC2InstanceTypeC6g2xlarge EC2InstanceType = "c6g.2xlarge" EC2InstanceTypeC6g4xlarge EC2InstanceType = "c6g.4xlarge" EC2InstanceTypeC6g8xlarge EC2InstanceType = "c6g.8xlarge" EC2InstanceTypeC6g12xlarge EC2InstanceType = "c6g.12xlarge" EC2InstanceTypeC6g16xlarge EC2InstanceType = "c6g.16xlarge" EC2InstanceTypeR6gMedium EC2InstanceType = "r6g.medium" EC2InstanceTypeR6gLarge EC2InstanceType = "r6g.large" EC2InstanceTypeR6gXlarge EC2InstanceType = "r6g.xlarge" EC2InstanceTypeR6g2xlarge EC2InstanceType = "r6g.2xlarge" EC2InstanceTypeR6g4xlarge EC2InstanceType = "r6g.4xlarge" EC2InstanceTypeR6g8xlarge EC2InstanceType = "r6g.8xlarge" EC2InstanceTypeR6g12xlarge EC2InstanceType = "r6g.12xlarge" EC2InstanceTypeR6g16xlarge EC2InstanceType = "r6g.16xlarge" EC2InstanceTypeC6gnMedium EC2InstanceType = "c6gn.medium" EC2InstanceTypeC6gnLarge EC2InstanceType = "c6gn.large" EC2InstanceTypeC6gnXlarge EC2InstanceType = "c6gn.xlarge" EC2InstanceTypeC6gn2xlarge EC2InstanceType = "c6gn.2xlarge" EC2InstanceTypeC6gn4xlarge EC2InstanceType = "c6gn.4xlarge" EC2InstanceTypeC6gn8xlarge EC2InstanceType = "c6gn.8xlarge" EC2InstanceTypeC6gn12xlarge EC2InstanceType = "c6gn.12xlarge" EC2InstanceTypeC6gn16xlarge EC2InstanceType = "c6gn.16xlarge" EC2InstanceTypeC7gMedium EC2InstanceType = "c7g.medium" EC2InstanceTypeC7gLarge EC2InstanceType = "c7g.large" EC2InstanceTypeC7gXlarge EC2InstanceType = "c7g.xlarge" EC2InstanceTypeC7g2xlarge EC2InstanceType = "c7g.2xlarge" EC2InstanceTypeC7g4xlarge EC2InstanceType = "c7g.4xlarge" EC2InstanceTypeC7g8xlarge EC2InstanceType = "c7g.8xlarge" EC2InstanceTypeC7g12xlarge EC2InstanceType = "c7g.12xlarge" EC2InstanceTypeC7g16xlarge EC2InstanceType = "c7g.16xlarge" EC2InstanceTypeR7gMedium EC2InstanceType = "r7g.medium" EC2InstanceTypeR7gLarge EC2InstanceType = "r7g.large" EC2InstanceTypeR7gXlarge EC2InstanceType = "r7g.xlarge" EC2InstanceTypeR7g2xlarge EC2InstanceType = "r7g.2xlarge" EC2InstanceTypeR7g4xlarge EC2InstanceType = "r7g.4xlarge" EC2InstanceTypeR7g8xlarge EC2InstanceType = "r7g.8xlarge" EC2InstanceTypeR7g12xlarge EC2InstanceType = "r7g.12xlarge" EC2InstanceTypeR7g16xlarge EC2InstanceType = "r7g.16xlarge" EC2InstanceTypeM7gMedium EC2InstanceType = "m7g.medium" EC2InstanceTypeM7gLarge EC2InstanceType = "m7g.large" EC2InstanceTypeM7gXlarge EC2InstanceType = "m7g.xlarge" EC2InstanceTypeM7g2xlarge EC2InstanceType = "m7g.2xlarge" EC2InstanceTypeM7g4xlarge EC2InstanceType = "m7g.4xlarge" EC2InstanceTypeM7g8xlarge EC2InstanceType = "m7g.8xlarge" EC2InstanceTypeM7g12xlarge EC2InstanceType = "m7g.12xlarge" EC2InstanceTypeM7g16xlarge EC2InstanceType = "m7g.16xlarge" EC2InstanceTypeG5gXlarge EC2InstanceType = "g5g.xlarge" EC2InstanceTypeG5g2xlarge EC2InstanceType = "g5g.2xlarge" EC2InstanceTypeG5g4xlarge EC2InstanceType = "g5g.4xlarge" EC2InstanceTypeG5g8xlarge EC2InstanceType = "g5g.8xlarge" EC2InstanceTypeG5g16xlarge EC2InstanceType = "g5g.16xlarge" )
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 state transition events: // - 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_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to // VALIDATING . Amazon GameLift has successfully downloaded the build and is now // validating the build files. // - FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING . // Amazon GameLift has successfully verified the build files and is now running the // installation scripts. // - FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING . // Amazon GameLift is trying to launch an instance and test the connectivity // between the build and the Amazon GameLift Service via the Server SDK. // - FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE . // The fleet is now ready to host game sessions. // - FLEET_STATE_ERROR -- The Fleet's status changed to ERROR . Describe the // fleet event message for more details. // Fleet creation events (ordered by fleet creation activity): // - 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 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 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_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_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_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of // creation timed out. Try fleet creation again. // - 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. For more information, see // Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation) // . // - FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to // obtain any instances based on the input fleet attributes. Try again at a // different time or choose a different combination of fleet attributes such as // fleet type, instance type, etc. // - FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet // creation. Describe the fleet event message for more details. // 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 // Amazon Web Services account. // - FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. // Event details and status information 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 Amazon Web // Services 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. // - INSTANCE_RECYCLED -- A spot instance was determined to have a high risk of // interruption and is scheduled to be recycled once it has no active game // sessions. // Server process events: // - SERVER_PROCESS_INVALID_PATH -- The game server executable or script could // not be found based on the Fleet runtime configuration. Check that the launch // path is correct based on the operating system of the Fleet. // - SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not // call InitSDK() within the time expected. Check your game session log to see why // InitSDK() was not called in time. // - SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call // ProcessReady() within the time expected after calling InitSDK(). Check your game // session log to see why ProcessReady() was not called in time. // - SERVER_PROCESS_CRASHED -- The server process exited without calling // ProcessEnding(). Check your game session log to see why ProcessEnding() was not // called. // - SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a // valid health check for too long and was therefore terminated by GameLift. Check // your game session log to see if the thread became stuck processing a synchronous // task for too long. // - SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly // after OnProcessTerminate() was sent within the time expected. Check your game // session log to see why termination took longer than expected. // - SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit // cleanly within the time expected after calling ProcessEnding(). Check your game // session log to see why termination took longer than expected. // Game session events: // - GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within // the expected time. Check your game session log to see why ActivateGameSession() // took longer to complete than expected. // 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 // contains filtered or unexported fields }
Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.
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" EventCodeInstanceRecycled EventCode = "INSTANCE_RECYCLED" )
Enum values for EventCode
type FilterConfiguration ¶ added in v1.2.0
type FilterConfiguration struct { // A list of locations to allow game session placement in, in the form of Amazon // Web Services Region codes such as us-west-2 . AllowedLocations []string // contains filtered or unexported fields }
A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations.
type FilterInstanceStatus ¶ added in v1.19.0
type FilterInstanceStatus string
const ( FilterInstanceStatusActive FilterInstanceStatus = "ACTIVE" FilterInstanceStatusDraining FilterInstanceStatus = "DRAINING" )
Enum values for FilterInstanceStatus
func (FilterInstanceStatus) Values ¶ added in v1.19.0
func (FilterInstanceStatus) Values() []FilterInstanceStatus
Values returns all known values for FilterInstanceStatus. 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 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 { // Amazon GameLift Anywhere configuration options for your Anywhere fleets. AnywhereConfiguration *AnywhereConfiguration // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) associated with the Amazon 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 the build resource that is deployed on instances in // this fleet. BuildId *string // Determines whether a TLS/SSL certificate is generated for a fleet. This feature // must be enabled when creating the fleet. All instances in a fleet share the same // certificate. The certificate can be retrieved by calling the Amazon GameLift // Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) // operation GetInstanceCertificate . CertificateConfiguration *CertificateConfiguration // The type of compute resource used to host your game servers. You can use your // own compute resources with Amazon GameLift Anywhere or use Amazon EC2 instances // with managed Amazon GameLift. ComputeType ComputeType // 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 the fleet. Description *string // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift fleet resource and uniquely identifies // it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a // GameLift fleet ARN, the resource ID matches the FleetId value. FleetArn *string // A unique identifier for the fleet. FleetId *string // Indicates whether to use On-Demand or Spot instances for this fleet. By // default, this property is set to ON_DEMAND . Learn more about when to use // On-Demand versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot) // . This property cannot be changed after the fleet is created. FleetType FleetType // A unique identifier for an IAM role that manages access to your Amazon Web // Services services. With an instance role ARN set, any application that runs on // an instance in this fleet can assume the role, including install scripts, server // processes, and daemons (background processes). Create a role or look up a role's // ARN by using the IAM dashboard (https://console.aws.amazon.com/iam/) in the // Amazon Web Services Management Console. Learn more about using on-box // credentials for your game servers at Access external resources from a game // server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html) // . InstanceRoleArn *string // The Amazon EC2 instance type that determines the computing resources of each // instance in the fleet. Instance type defines the CPU, memory, storage, and // networking capacity. See Amazon Elastic Compute Cloud Instance Types (http://aws.amazon.com/ec2/instance-types/) // for detailed descriptions. InstanceType EC2InstanceType // This parameter is no longer used. Game session log paths are now defined using // the Amazon GameLift server API ProcessReady() logParameters . See more // information in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process) // . LogPaths []string // Name of a metric group that metrics for this fleet are added to. In Amazon // CloudWatch, you can view aggregated metrics for fleets that are in a 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 on all new instances that are // 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 // The operating system of the fleet's computing resources. A fleet's operating // system is determined by the OS of the build or script that is deployed on this // fleet. OperatingSystem OperatingSystem // A policy that puts limits on the number of game sessions that a player can // create within a specified span of time. With this policy, you can control // players' ability to consume available resources. The policy is evaluated when a // player tries to create a new game session. On receiving a CreateGameSession // request, Amazon GameLift checks that the player (identified by CreatorId ) has // created fewer than game session limit in the specified time period. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.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 the Realtime script resource that is deployed on // instances in this fleet. ScriptId *string // This parameter is no longer used. Server launch parameters are now defined // using the fleet's runtime configuration . Requests that use this parameter // instead continue to be valid. ServerLaunchParameters *string // This parameter is no longer used. Server launch paths are now defined using the // fleet's RuntimeConfiguration (https://docs.aws.amazon.com/gamelift/latest/apireference/RuntimeConfiguration.html) // . Requests that use this parameter instead continue to be valid. 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 // A list of fleet activity that has been suspended using StopFleetActions (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StopFleetActions.html) // . This includes fleet auto-scaling. StoppedActions []FleetAction // A 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 // contains filtered or unexported fields }
Describes a Amazon GameLift fleet of game hosting resources. Related actions
type FleetCapacity ¶
type FleetCapacity struct { // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift fleet resource and uniquely identifies // it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . FleetArn *string // A unique identifier for the fleet associated with the location. FleetId *string // Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. // Pending and terminating counts are non-zero when the fleet capacity is adjusting // to a scaling event or if access to resources is temporarily affected. InstanceCounts *EC2InstanceCounts // The Amazon EC2 instance type that is used for all instances in a fleet. The // instance type determines the computing resources in use, including CPU, memory, // storage, and networking capacity. See Amazon Elastic Compute Cloud Instance // Types (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. InstanceType EC2InstanceType // The fleet location for the instance count information, expressed as an Amazon // Web Services Region code, such as us-west-2 . Location *string // contains filtered or unexported fields }
Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region. Related actions DescribeFleetCapacity (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html) | DescribeFleetLocationCapacity (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html) | UpdateFleetCapacity (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetCapacity.html)
type FleetCapacityExceededException ¶
type FleetCapacityExceededException struct { Message *string ErrorCodeOverride *string // contains filtered or unexported fields }
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" FleetStatusNotFound FleetStatus = "NOT_FOUND" )
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 { // The number of active game sessions that are currently being hosted across all // instances in the fleet location. ActiveGameSessionCount *int32 // The number of server processes in ACTIVE status that are currently running // across all instances in the fleet location. ActiveServerProcessCount *int32 // The number of active player sessions that are currently being hosted across all // instances in the fleet location. CurrentPlayerSessionCount *int32 // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift fleet resource and uniquely identifies // it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . FleetArn *string // A unique identifier for the fleet associated with the location. FleetId *string // The fleet location for the fleet utilization information, expressed as an // Amazon Web Services Region code, such as us-west-2 . Location *string // The maximum number of players allowed across all game sessions that are // currently being hosted across all instances in the fleet location. MaximumPlayerSessionCount *int32 // contains filtered or unexported fields }
Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region. Related actions
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 // contains filtered or unexported fields }
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. 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. 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. 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 Amazon Web // Services 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. 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. 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 registered. 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 // contains filtered or unexported fields }
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 game server group. 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 .
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 Amazon EC2 Auto Scaling group that is associated // with this game server group. AutoScalingGroupArn *string // Indicates how Amazon 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 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 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 Amazon Web Services 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 Amazon Web Services regardless of protection status. GameServerProtectionPolicy GameServerProtectionPolicy // The set of Amazon EC2 instance types that Amazon 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 Amazon EC2 Auto // Scaling groups. RoleArn *string // The current status of the game server group. Possible statuses include: // - NEW - Amazon GameLift FleetIQ has validated the CreateGameServerGroup() // request. // - ACTIVATING - Amazon GameLift FleetIQ is setting up a game server group, // which includes creating an Auto Scaling group in your Amazon Web Services // account. // - ACTIVE - The game server group has been successfully created. // - DELETE_SCHEDULED - A request to delete the game server group has been // received. // - DELETING - Amazon GameLift FleetIQ has received a valid // DeleteGameServerGroup() request and is processing it. Amazon 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 // contains filtered or unexported fields }
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 Amazon 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.
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 Amazon // 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 Amazon 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 // contains filtered or unexported fields }
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. 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" GameServerGroupInstanceTypeC5aLarge GameServerGroupInstanceType = "c5a.large" GameServerGroupInstanceTypeC5aXlarge GameServerGroupInstanceType = "c5a.xlarge" GameServerGroupInstanceTypeC5a2xlarge GameServerGroupInstanceType = "c5a.2xlarge" GameServerGroupInstanceTypeC5a4xlarge GameServerGroupInstanceType = "c5a.4xlarge" GameServerGroupInstanceTypeC5a8xlarge GameServerGroupInstanceType = "c5a.8xlarge" GameServerGroupInstanceTypeC5a12xlarge GameServerGroupInstanceType = "c5a.12xlarge" GameServerGroupInstanceTypeC5a16xlarge GameServerGroupInstanceType = "c5a.16xlarge" GameServerGroupInstanceTypeC5a24xlarge GameServerGroupInstanceType = "c5a.24xlarge" GameServerGroupInstanceTypeC6gMedium GameServerGroupInstanceType = "c6g.medium" GameServerGroupInstanceTypeC6gLarge GameServerGroupInstanceType = "c6g.large" GameServerGroupInstanceTypeC6gXlarge GameServerGroupInstanceType = "c6g.xlarge" GameServerGroupInstanceTypeC6g2xlarge GameServerGroupInstanceType = "c6g.2xlarge" GameServerGroupInstanceTypeC6g4xlarge GameServerGroupInstanceType = "c6g.4xlarge" GameServerGroupInstanceTypeC6g8xlarge GameServerGroupInstanceType = "c6g.8xlarge" GameServerGroupInstanceTypeC6g12xlarge GameServerGroupInstanceType = "c6g.12xlarge" GameServerGroupInstanceTypeC6g16xlarge GameServerGroupInstanceType = "c6g.16xlarge" 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" GameServerGroupInstanceTypeR5aLarge GameServerGroupInstanceType = "r5a.large" GameServerGroupInstanceTypeR5aXlarge GameServerGroupInstanceType = "r5a.xlarge" GameServerGroupInstanceTypeR5a2xlarge GameServerGroupInstanceType = "r5a.2xlarge" GameServerGroupInstanceTypeR5a4xlarge GameServerGroupInstanceType = "r5a.4xlarge" GameServerGroupInstanceTypeR5a8xlarge GameServerGroupInstanceType = "r5a.8xlarge" GameServerGroupInstanceTypeR5a12xlarge GameServerGroupInstanceType = "r5a.12xlarge" GameServerGroupInstanceTypeR5a16xlarge GameServerGroupInstanceType = "r5a.16xlarge" GameServerGroupInstanceTypeR5a24xlarge GameServerGroupInstanceType = "r5a.24xlarge" GameServerGroupInstanceTypeR6gMedium GameServerGroupInstanceType = "r6g.medium" GameServerGroupInstanceTypeR6gLarge GameServerGroupInstanceType = "r6g.large" GameServerGroupInstanceTypeR6gXlarge GameServerGroupInstanceType = "r6g.xlarge" GameServerGroupInstanceTypeR6g2xlarge GameServerGroupInstanceType = "r6g.2xlarge" GameServerGroupInstanceTypeR6g4xlarge GameServerGroupInstanceType = "r6g.4xlarge" GameServerGroupInstanceTypeR6g8xlarge GameServerGroupInstanceType = "r6g.8xlarge" GameServerGroupInstanceTypeR6g12xlarge GameServerGroupInstanceType = "r6g.12xlarge" GameServerGroupInstanceTypeR6g16xlarge GameServerGroupInstanceType = "r6g.16xlarge" 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" GameServerGroupInstanceTypeM5aLarge GameServerGroupInstanceType = "m5a.large" GameServerGroupInstanceTypeM5aXlarge GameServerGroupInstanceType = "m5a.xlarge" GameServerGroupInstanceTypeM5a2xlarge GameServerGroupInstanceType = "m5a.2xlarge" GameServerGroupInstanceTypeM5a4xlarge GameServerGroupInstanceType = "m5a.4xlarge" GameServerGroupInstanceTypeM5a8xlarge GameServerGroupInstanceType = "m5a.8xlarge" GameServerGroupInstanceTypeM5a12xlarge GameServerGroupInstanceType = "m5a.12xlarge" GameServerGroupInstanceTypeM5a16xlarge GameServerGroupInstanceType = "m5a.16xlarge" GameServerGroupInstanceTypeM5a24xlarge GameServerGroupInstanceType = "m5a.24xlarge" GameServerGroupInstanceTypeM6gMedium GameServerGroupInstanceType = "m6g.medium" GameServerGroupInstanceTypeM6gLarge GameServerGroupInstanceType = "m6g.large" GameServerGroupInstanceTypeM6gXlarge GameServerGroupInstanceType = "m6g.xlarge" GameServerGroupInstanceTypeM6g2xlarge GameServerGroupInstanceType = "m6g.2xlarge" GameServerGroupInstanceTypeM6g4xlarge GameServerGroupInstanceType = "m6g.4xlarge" GameServerGroupInstanceTypeM6g8xlarge GameServerGroupInstanceType = "m6g.8xlarge" GameServerGroupInstanceTypeM6g12xlarge GameServerGroupInstanceType = "m6g.12xlarge" GameServerGroupInstanceTypeM6g16xlarge GameServerGroupInstanceType = "m6g.16xlarge" )
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 Amazon Web Services // 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 InstanceStatus GameServerInstanceStatus // contains filtered or unexported fields }
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 .
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 { // 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 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 // The 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/AmazonS3/latest/dev/s3-arn-format.html) // ) associated with the GameLift fleet that this game session is running on. FleetArn *string // A unique identifier for the fleet that the game session is running on. FleetId *string // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process 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 // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process 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 // The IP address of the game session. To connect to a Amazon GameLift game // server, an app needs both the IP address and port number. IpAddress *string // The fleet location where the game session is running. This value might specify // the fleet's home Region or a remote location. Location is expressed as an Amazon // Web Services Region code such as us-west-2 . Location *string // Information about the matchmaking process that resulted in the game session, if // matchmaking was used. Data is in JSON syntax, formatted as a string. Information // includes the matchmaker ID as well as 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 updated whenever new players are added during a successful // backfill (see StartMatchBackfill (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html) // ). 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 // The 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 // A 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 // contains filtered or unexported fields }
Properties describing a game session. A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED . Amazon GameLift retains a game session resource for 30 days after the game session ends. You can reuse idempotency token values after this time. Game session logs are retained for 14 days. All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type GameSessionConnectionInfo ¶
type GameSessionConnectionInfo struct { // The 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 the game session. Use the game session ID. GameSessionArn *string // The IP address of the game session. To connect to a Amazon GameLift game // server, an app needs both the IP address and port number. IpAddress *string // A collection of player session IDs, one for each player ID that was included in // the original matchmaking request. MatchedPlayerSessions []MatchedPlayerSession // The 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 // contains filtered or unexported fields }
Connection information for a new game session that is created in response to a start matchmaking 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 matchmaking ticket.
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 // contains filtered or unexported fields }
A game session's properties plus the protection policy currently in force.
type GameSessionFullException ¶
type GameSessionFullException struct { Message *string ErrorCodeOverride *string // contains filtered or unexported fields }
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 { // The 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 // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process 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 // identifier is unique across all Regions. This value isn't final until placement // status is FULFILLED . GameSessionArn *string // 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) // ). GameSessionData *string // A unique identifier for the game session. This value isn't final until // 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 isn't final until placement status is FULFILLED . GameSessionRegion *string // The IP address of the game session. To connect to a Amazon GameLift game // server, an app needs both the IP address and port number. This value isn't final // until 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 after a new // game session is successfully placed (placement status is FULFILLED ). This // information includes the player ID, provided in the placement request, and a // corresponding player session ID. PlacedPlayerSessions []PlacedPlayerSession // A unique identifier for a game session placement. PlacementId *string // A set of values, expressed in milliseconds, that indicates the amount of // latency that a player experiences when connected to Amazon Web Services Regions. PlayerLatencies []PlayerLatency // The 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 isn't final // until 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 in the queue waiting to be processed. // Game session properties are not yet final. // - FULFILLED -- A new game session has been successfully placed. Game session // properties are now final. // - CANCELLED -- The placement request was canceled. // - TIMED_OUT -- A new game session was not successfully created before the // time limit expired. You can resubmit the placement request as needed. // - FAILED -- Amazon 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 // contains filtered or unexported fields }
Represents a potential game session placement, including the full details of the original placement request and the current status. If the game session placement status is PENDING , the properties for game session ID/ARN, region, IP address/DNS, and port aren't final. A game session is not active and ready to accept players until placement status reaches FULFILLED . When the placement is in PENDING status, Amazon GameLift may attempt to place a game session multiple times before succeeding. With each attempt it creates a GameSession object and updates this placement object with the new game session properties..
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 { // Information that is added to all events that are related to this game session // queue. CustomEventData *string // A list of fleets and/or fleet aliases that can be used to fulfill game session // placement requests in the queue. Destinations are identified by either a fleet // ARN or a fleet alias ARN, and are listed in order of placement preference. Destinations []GameSessionQueueDestination // A list of locations where a queue is allowed to place new game sessions. // Locations are specified in the form of Amazon Web Services Region codes, such as // us-west-2 . If this parameter is not set, game sessions can be placed in any // queue location. FilterConfiguration *FilterConfiguration // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift game session queue resource and uniquely // identifies it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::gamesessionqueue/ . In a Amazon 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 // An SNS topic ARN that is set up to receive game session placement // notifications. See Setting up notifications for game session placement (https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html) // . NotificationTarget *string // A set of policies that act as a sliding cap on player latency. FleetIQ works to // deliver low latency for most players in a game session. These policies ensure // that no individual player can be placed into a game with unreasonably high // latency. Use multiple policies to gradually relax latency requirements a step at // a time. Multiple policies are applied based on their maximum allowed latency, // starting with the lowest value. PlayerLatencyPolicies []PlayerLatencyPolicy // Custom settings to use when prioritizing destinations and locations for game // session placements. This configuration replaces the FleetIQ default // prioritization process. Priority types that are not explicitly named will be // automatically applied at the end of the prioritization process. PriorityConfiguration *PriorityConfiguration // 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. By default, this property is set to 600 . TimeoutInSeconds *int32 // contains filtered or unexported fields }
Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.
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 // contains filtered or unexported fields }
A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.
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 ErrorCodeOverride *string // contains filtered or unexported fields }
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 { // 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 // The 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 Elastic // Compute Cloud 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/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift fleet resource and uniquely identifies // it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . FleetArn *string // A unique identifier for the fleet that the instance belongs to. FleetId *string // A unique identifier for the instance. InstanceId *string // IP address that is assigned to the instance. IpAddress *string // The fleet location of the instance, expressed as an Amazon Web Services Region // code, such as us-west-2 . Location *string // Operating system that is running on this EC2 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 // contains filtered or unexported fields }
Represents a virtual computing instance that runs game server processes and hosts game sessions. In Amazon GameLift, one or more instances make up a managed EC2 fleet.
type InstanceAccess ¶
type InstanceAccess struct { // Security credentials that are required to access the instance. Credentials *InstanceCredentials // A unique identifier for the fleet containing the instance to be accessed. FleetId *string // A unique identifier for the instance to be accessed. InstanceId *string // IP address assigned to the instance. IpAddress *string // Operating system that is running on the instance. OperatingSystem OperatingSystem // contains filtered or unexported fields }
Information and credentials that you can use to remotely connect to an instance in an EC2 managed fleet. This data type is returned in response to a call to 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's a private key for use with // SSH. Secret *string // A user name for logging in. UserName *string // contains filtered or unexported fields }
A set of credentials that allow remote access to an instance in an EC2 managed fleet. These credentials are returned in response to a call to GetInstanceAccess , which requests access for instances that are running game servers with the Amazon GameLift server SDK version 4.x or earlier.
type InstanceDefinition ¶
type InstanceDefinition struct { // An Amazon 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 Amazon // 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 Elastic Compute Cloud Auto Scaling User Guide. Default value is // "1". WeightedCapacity *string // contains filtered or unexported fields }
This data type is used with the Amazon GameLift FleetIQ and game server groups. An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. Amazon 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 ErrorCodeOverride *string // contains filtered or unexported fields }
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 ErrorCodeOverride *string // contains filtered or unexported fields }
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 ErrorCodeOverride *string // contains filtered or unexported fields }
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 ErrorCodeOverride *string // contains filtered or unexported fields }
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. For fleets using Linux // builds, only ports 22 and 1026-60000 are valid. For fleets using Windows // builds, only ports 1026-60000 are valid. // // 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 equal to or greater than FromPort . For fleets // using Linux builds, only ports 22 and 1026-60000 are valid. For fleets using // Windows builds, only ports 1026-60000 are valid. // // This member is required. ToPort *int32 // contains filtered or unexported fields }
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.
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 Amazon EC2 launch template. LaunchTemplateId *string // A readable identifier for an existing Amazon EC2 launch template. LaunchTemplateName *string // The version of the Amazon 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 // contains filtered or unexported fields }
This data type is used with the Amazon GameLift FleetIQ and game server groups. An Amazon Elastic Compute Cloud 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.
type LimitExceededException ¶
type LimitExceededException struct { Message *string ErrorCodeOverride *string // contains filtered or unexported fields }
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 LocationAttributes ¶ added in v1.2.0
type LocationAttributes struct { // A fleet location and its current life-cycle state. LocationState *LocationState // A list of fleet actions that have been suspended in the fleet location. StoppedActions []FleetAction // The status of fleet activity updates to the location. The status PENDING_UPDATE // indicates that StopFleetActions or StartFleetActions has been requested but the // update has not yet been completed for the location. UpdateStatus LocationUpdateStatus // contains filtered or unexported fields }
Details about a location in a multi-location fleet.
type LocationConfiguration ¶ added in v1.2.0
type LocationConfiguration struct { // An Amazon Web Services Region code, such as us-west-2 . // // This member is required. Location *string // contains filtered or unexported fields }
A remote location where a multi-location fleet can deploy game servers for game hosting.
type LocationFilter ¶ added in v1.16.0
type LocationFilter string
const ( LocationFilterAws LocationFilter = "AWS" LocationFilterCustom LocationFilter = "CUSTOM" )
Enum values for LocationFilter
func (LocationFilter) Values ¶ added in v1.16.0
func (LocationFilter) Values() []LocationFilter
Values returns all known values for LocationFilter. 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 LocationModel ¶ added in v1.16.0
type LocationModel struct { // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift location resource and uniquely // identifies it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . LocationArn *string // The location's name. LocationName *string // contains filtered or unexported fields }
Properties of a location
type LocationState ¶ added in v1.2.0
type LocationState struct { // The fleet location, expressed as an Amazon Web Services Region code such as // us-west-2 . Location *string // The life-cycle status of a fleet location. Status FleetStatus // contains filtered or unexported fields }
A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.
- NEW -- A new fleet location has been defined and desired instances is set to 1.
- DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting up the new fleet location, 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 location.
- DELETING -- Hosts are responding to a delete fleet location request.
- TERMINATED -- The fleet location no longer exists.
- NOT_FOUND -- The fleet location was not found. This could be because the custom location was removed or not created.
type LocationUpdateStatus ¶ added in v1.2.0
type LocationUpdateStatus string
const (
LocationUpdateStatusPendingUpdate LocationUpdateStatus = "PENDING_UPDATE"
)
Enum values for LocationUpdateStatus
func (LocationUpdateStatus) Values ¶ added in v1.2.0
func (LocationUpdateStatus) Values() []LocationUpdateStatus
Values returns all known values for LocationUpdateStatus. 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 MatchedPlayerSession ¶
type MatchedPlayerSession struct { // A unique identifier for a player PlayerId *string // A unique identifier for a player session PlayerSessionId *string // contains filtered or unexported fields }
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request. When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.
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 ticket continues to look for an acceptable match. AcceptanceTimeoutSeconds *int32 // The number of player slots in a match to keep open for future players. For // example, if the configuration's rule set specifies a match for a single // 10-person team, and the additional player count is set to 2, 10 players will be // selected for the match and 2 more player slots will be open for future players. // 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 // backfill 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 // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift matchmaking configuration resource and // uniquely identifies it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::matchmakingconfiguration/ . In a Amazon GameLift // configuration ARN, the resource ID matches the Name value. ConfigurationArn *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 // 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 Amazon // 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 Amazon 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 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 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 // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift game session queue resource and uniquely // identifies it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::gamesessionqueue/ . Queues can be located in any Region. // Queues are used to start new Amazon GameLift-hosted game sessions for matches // that are created with this matchmaking configuration. This property is not set // when FlexMatchMode is set to STANDALONE . GameSessionQueueArns []string // A unique identifier for the 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/AmazonS3/latest/dev/s3-arn-format.html) // ) associated with the GameLift matchmaking rule set resource that this // configuration uses. RuleSetArn *string // A unique identifier for the 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 // contains filtered or unexported fields }
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 // 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 // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift matchmaking rule set resource and // uniquely identifies it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::matchmakingruleset/ . In a GameLift rule set ARN, the // resource ID matches the RuleSetName value. RuleSetArn *string // A unique identifier for the matchmaking rule set RuleSetName *string // contains filtered or unexported fields }
Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. 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/AmazonS3/latest/dev/s3-arn-format.html) // ) associated with the GameLift matchmaking configuration resource that is used // with this ticket. ConfigurationArn *string // Name of the matchmaking configuration 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 the matchmaking request stopped being processed due // to successful completion, timeout, 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 // Connection information for a new game session. Once a match is made, the // FlexMatch engine creates a new game session for it. This information is added to // the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeMatchmaking.html) // . 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. 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 StopMatchmaking operation 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 // contains filtered or unexported fields }
Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request.
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" MetricNameConcurrentActivatableGameSessions MetricName = "ConcurrentActivatableGameSessions" )
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 ErrorCodeOverride *string // contains filtered or unexported fields }
THe requested resources was not found. The resource was either not created yet or deleted.
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" OperatingSystemWindows2016 OperatingSystem = "WINDOWS_2016" OperatingSystemAmazonLinux2023 OperatingSystem = "AMAZON_LINUX_2023" )
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 ErrorCodeOverride *string // contains filtered or unexported fields }
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 // contains filtered or unexported fields }
Information about a player session. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribePlayerSessions.html) with the player session ID.
type Player ¶
type Player struct { // A set of values, expressed in milliseconds, that indicates 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"}} . You can provide up to 10 PlayerAttributes . 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 // contains filtered or unexported fields }
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
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 // contains filtered or unexported fields }
Regional latency information for a player, used when requesting a new game session. 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 // contains filtered or unexported fields }
Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.
type PlayerSession ¶
type PlayerSession struct { // 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 // The 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/AmazonS3/latest/dev/s3-arn-format.html) // ) associated with the GameLift fleet that the player's game session is running // on. FleetArn *string // A unique identifier for the 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 // The IP address of the game session. To connect to a Amazon GameLift game // server, an app needs both the IP address and port number. IpAddress *string // 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 // A 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 // contains filtered or unexported fields }
Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED ) or actual player activity in a game session (when status is 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. After the game session ends, player sessions information is retained for 30 days and then removed. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
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 PriorityConfiguration ¶ added in v1.2.0
type PriorityConfiguration struct { // The prioritization order to use for fleet locations, when the PriorityOrder // property includes LOCATION . Locations are identified by Amazon Web Services // Region codes such as us-west-2 . Each location can only be listed once. LocationOrder []string // The recommended sequence to use when prioritizing where to place new game // sessions. Each type can only be listed once. // - LATENCY -- FleetIQ prioritizes locations where the average player latency // (provided in each game session request) is lowest. // - COST -- FleetIQ prioritizes destinations with the lowest current hosting // costs. Cost is evaluated based on the location, instance type, and fleet type // (Spot or On-Demand) for each destination in the queue. // - DESTINATION -- FleetIQ prioritizes based on the order that destinations are // listed in the queue configuration. // - LOCATION -- FleetIQ prioritizes based on the provided order of locations, as // defined in LocationOrder . PriorityOrder []PriorityType // contains filtered or unexported fields }
Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows:
- If player latency data is included in a game session request, destinations and locations are prioritized first based on lowest average latency (1), then on lowest hosting cost (2), then on destination list order (3), and finally on location (alphabetical) (4). This approach ensures that the queue's top priority is to place game sessions where average player latency is lowest, and--if latency is the same--where the hosting cost is less, etc.
- If player latency data is not included, destinations and locations are prioritized first on destination list order (1), and then on location (alphabetical) (2). This approach ensures that the queue's top priority is to place game sessions on the first destination fleet listed. If that fleet has multiple locations, the game session is placed on the first location (when listed alphabetically).
Changing the priority order will affect how game sessions are placed.
type PriorityType ¶ added in v1.2.0
type PriorityType string
const ( PriorityTypeLatency PriorityType = "LATENCY" PriorityTypeCost PriorityType = "COST" PriorityTypeDestination PriorityType = "DESTINATION" PriorityTypeLocation PriorityType = "LOCATION" )
Enum values for PriorityType
func (PriorityType) Values ¶ added in v1.2.0
func (PriorityType) Values() []PriorityType
Values returns all known values for PriorityType. 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 { // A policy that puts limits on the number of game sessions that a player can // create within a specified span of time. With this policy, you can control // players' ability to consume available resources. The policy is evaluated when a // player tries to create a new game session. On receiving a CreateGameSession // request, Amazon GameLift checks that the player (identified by CreatorId ) has // created fewer than game session limit in the specified time period. NewGameSessionsPerCreator *int32 // The time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *int32 // contains filtered or unexported fields }
A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources. The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId ) has created fewer than game session limit in the specified time period.
type RoutingStrategy ¶
type RoutingStrategy struct { // A unique identifier for the 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 message embedded. Type RoutingStrategyType // contains filtered or unexported fields }
The routing configuration for a fleet alias. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
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) allowed to launch a new game session // and have it report ready to host players. During this time, the game session is // in status ACTIVATING . If the game session does not become active before the // timeout, it is ended and the game session status is changed to TERMINATED . GameSessionActivationTimeoutSeconds *int32 // The number of game sessions in status ACTIVATING to allow on an instance. This // setting limits the instance resources that can be used for new game activations // at any one time. MaxConcurrentGameSessionActivations *int32 // A collection of server process configurations that identify what server // processes to run on each instance in a fleet. ServerProcesses []ServerProcess // contains filtered or unexported fields }
A collection of server process configurations that describe the set of processes to run on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Amazon GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration. A Amazon GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each server process. Learn more about Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html) .
type S3Location ¶
type S3Location struct { // An Amazon S3 bucket identifier. Thename of the S3 bucket. Amazon GameLift // doesn't support uploading from Amazon 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 // contains filtered or unexported fields }
The location in Amazon S3 where build or script files are stored for access by Amazon GameLift.
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 // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon GameLift fleet resource and uniquely identifies // it. ARNs are unique across all Regions. Format is // arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . FleetArn *string // A unique identifier for the fleet that is associated with this scaling policy. FleetId *string // The fleet location. Location *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 fleet's 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. // - 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. If the policy is suspended for a fleet, the policy status does not // change. // - 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 // An object that contains settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration // Metric value used to trigger a scaling event. Threshold float64 // The current status of the fleet's scaling policies in a requested fleet // location. The status PENDING_UPDATE indicates that an update was requested for // the fleet but has not yet been completed for the location. UpdateStatus LocationUpdateStatus // contains filtered or unexported fields }
Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.
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. 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 don't need // to be unique. Name *string // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) that is assigned to a Amazon 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 the 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 of the Amazon S3 bucket where a zipped file containing your // Realtime scripts is stored. The storage location must specify the Amazon S3 // bucket name, the zip file name (the "key"), and a role ARN that allows Amazon // GameLift to access the Amazon S3 storage location. The S3 bucket must be in the // same Region where you want to create a new script. By default, Amazon GameLift // uploads the latest version of the zip file; if you have S3 object versioning // turned on, you can use the ObjectVersion parameter to specify an earlier // version. StorageLocation *S3Location // Version information associated with a build or script. Version strings don't // need to be unique. Version *string // contains filtered or unexported fields }
Properties describing a Realtime script. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type ServerProcess ¶
type ServerProcess struct { // The number of server processes using this configuration that run concurrently // on each instance. // // This member is required. ConcurrentExecutions *int32 // The location of a game build executable or Realtime script. Game builds and // Realtime scripts are installed on instances at the root: // - Windows (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 " // Amazon GameLift doesn't support the use of setup scripts that launch the game // executable. For custom game builds, this parameter must indicate the executable // that calls the server SDK operations initSDK() and ProcessReady() . // // This member is required. LaunchPath *string // An optional list of parameters to pass to the server executable or Realtime // script on launch. Parameters *string // contains filtered or unexported fields }
A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's runtime configuration.
type Tag ¶
type Tag struct { // The key for a developer-defined key value pair for tagging an Amazon Web // Services resource. // // This member is required. Key *string // The value for a developer-defined key value pair for tagging an Amazon Web // Services resource. // // This member is required. Value *string // contains filtered or unexported fields }
A label that you can assign to a Amazon GameLift resource. Learn more Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the Amazon Web Services General Reference Amazon Web Services Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type TaggingFailedException ¶
type TaggingFailedException struct { Message *string ErrorCodeOverride *string // contains filtered or unexported fields }
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 // contains filtered or unexported fields }
Settings for a target-based scaling policy. 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.
type TargetTrackingConfiguration ¶
type TargetTrackingConfiguration struct { // Desired value to use with a game server group target-based scaling policy. // // This member is required. TargetValue *float64 // contains filtered or unexported fields }
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 (https://docs.aws.amazon.com/gamelift/latest/apireference/API_GameServerGroupAutoScalingPolicy.html) . These settings are used to create a target-based policy that tracks the Amazon 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 ErrorCodeOverride *string // contains filtered or unexported fields }
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 { // contains filtered or unexported fields }
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 ErrorCodeOverride *string // contains filtered or unexported fields }
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 Amazon Web Services account that you use to manage // your Amazon GameLift fleet. You can find your Account ID in the Amazon Web // Services Management Console under account settings. GameLiftAwsAccountId *string // The authorization's peer VPC Amazon Web Services account ID. PeerVpcAwsAccountId *string // A unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same Region as your fleet. To look up a // VPC ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the // Amazon Web Services 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 // contains filtered or unexported fields }
Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
type VpcPeeringConnection ¶
type VpcPeeringConnection struct { // The Amazon Resource Name ( ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) // ) associated with the GameLift fleet resource for this connection. FleetArn *string // A unique identifier for the 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 Amazon Web Services 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 as your fleet. To look up a // VPC ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the // Amazon Web Services 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. VpcPeeringConnectionId *string // contains filtered or unexported fields }
Represents a peering connection between a VPC on one of your Amazon Web Services 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. Related actions All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
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 // contains filtered or unexported fields }
Represents status information for a VPC peering connection. 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.