types

package
v1.9.0 Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Nov 12, 2021 License: Apache-2.0 Imports: 4 Imported by: 1

Documentation

Index

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 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 CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-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 10 strings. Maximum length for each string is 100
	// characters. Duplicate values are not recognized; all occurrences of the repeated
	// value after the first of a repeated value are ignored.
	SL []string
	// 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 {

	// Temporary key allowing access to the Amazon GameLift S3 account.
	AccessKeyId *string

	// Temporary secret key allowing access to the Amazon GameLift S3 account.
	SecretAccessKey *string

	// Token used to associate a specific build ID with the files uploaded using these
	// credentials.
	SessionToken *string
	// contains filtered or unexported fields
}

Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.

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

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)) that is
	// assigned to a 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 that is associated with a build. Build names do not need to
	// be unique. It can be set using CreateBuild or UpdateBuild.
	Name *string

	// Operating system that the game server binaries are built to run on. This value
	// determines the type of fleet resources that you can use for this build.
	OperatingSystem OperatingSystem

	// File size of the uploaded game build, expressed in bytes. When the build status
	// is INITIALIZED, this value is 0.
	SizeOnDisk *int64

	// Current status of the build. Possible build statuses include the following:
	//
	// *
	// INITIALIZED -- A new build has been defined, but no files have been uploaded.
	// You cannot create fleets for builds that are in this status. When a build is
	// successfully created, the build status is set to this value.
	//
	// * READY -- The
	// game build has been successfully uploaded. You can now create new fleets for
	// this build.
	//
	// * FAILED -- The game build upload failed. You cannot create new
	// fleets for this build.
	Status BuildStatus

	// Version information that is associated with a build or script. Version strings
	// do not need to be unique. This value can be set using CreateBuild or
	// UpdateBuild.
	Version *string
	// contains filtered or unexported fields
}

Properties describing a custom game build. Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | 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 GameLift Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) operation GetInstanceCertificate. A fleet's certificate configuration is part of FleetAttributes.

type CertificateType

type CertificateType string
const (
	CertificateTypeDisabled  CertificateType = "DISABLED"
	CertificateTypeGenerated CertificateType = "GENERATED"
)

Enum values for CertificateType

func (CertificateType) Values added in v0.29.0

func (CertificateType) Values() []CertificateType

Values returns all known values for CertificateType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type ComparisonOperatorType

type ComparisonOperatorType string
const (
	ComparisonOperatorTypeGreaterThanOrEqualToThreshold ComparisonOperatorType = "GreaterThanOrEqualToThreshold"
	ComparisonOperatorTypeGreaterThanThreshold          ComparisonOperatorType = "GreaterThanThreshold"
	ComparisonOperatorTypeLessThanThreshold             ComparisonOperatorType = "LessThanThreshold"
	ComparisonOperatorTypeLessThanOrEqualToThreshold    ComparisonOperatorType = "LessThanOrEqualToThreshold"
)

Enum values for ComparisonOperatorType

func (ComparisonOperatorType) Values added in v0.29.0

Values returns all known values for ComparisonOperatorType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type ConflictException

type ConflictException struct {
	Message *string
	// 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. 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 with StartGameSessionPlacement.

type EC2InstanceCounts

type EC2InstanceCounts struct {

	// Actual number of instances that are ready to host game sessions.
	ACTIVE *int32

	// Ideal number of active instances. GameLift will always try to maintain the
	// desired number of instances. Capacity is scaled up or down by changing the
	// desired instances.
	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 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. EC2 instance counts are part of FleetCapacity.

type EC2InstanceLimit

type EC2InstanceLimit struct {

	// The number of instances for the specified type and location that are currently
	// being used by the AWS account.
	CurrentInstances *int32

	// The name of an EC2 instance type. See Amazon EC2 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 AWS Region code, such as us-west-2.
	Location *string
	// contains filtered or unexported fields
}

The GameLift service limits for an EC2 instance type and current utilization. GameLift allows AWS accounts a maximum number of instances, per instance type, per AWS Region or location, for use with GameLift. You can request an limit increase for your account by using the Service limits page in the GameLift console. Related actions DescribeEC2InstanceLimits

type EC2InstanceType

type EC2InstanceType string
const (
	EC2InstanceTypeT2Micro     EC2InstanceType = "t2.micro"
	EC2InstanceTypeT2Small     EC2InstanceType = "t2.small"
	EC2InstanceTypeT2Medium    EC2InstanceType = "t2.medium"
	EC2InstanceTypeT2Large     EC2InstanceType = "t2.large"
	EC2InstanceTypeC3Large     EC2InstanceType = "c3.large"
	EC2InstanceTypeC3Xlarge    EC2InstanceType = "c3.xlarge"
	EC2InstanceTypeC32xlarge   EC2InstanceType = "c3.2xlarge"
	EC2InstanceTypeC34xlarge   EC2InstanceType = "c3.4xlarge"
	EC2InstanceTypeC38xlarge   EC2InstanceType = "c3.8xlarge"
	EC2InstanceTypeC4Large     EC2InstanceType = "c4.large"
	EC2InstanceTypeC4Xlarge    EC2InstanceType = "c4.xlarge"
	EC2InstanceTypeC42xlarge   EC2InstanceType = "c4.2xlarge"
	EC2InstanceTypeC44xlarge   EC2InstanceType = "c4.4xlarge"
	EC2InstanceTypeC48xlarge   EC2InstanceType = "c4.8xlarge"
	EC2InstanceTypeC5Large     EC2InstanceType = "c5.large"
	EC2InstanceTypeC5Xlarge    EC2InstanceType = "c5.xlarge"
	EC2InstanceTypeC52xlarge   EC2InstanceType = "c5.2xlarge"
	EC2InstanceTypeC54xlarge   EC2InstanceType = "c5.4xlarge"
	EC2InstanceTypeC59xlarge   EC2InstanceType = "c5.9xlarge"
	EC2InstanceTypeC512xlarge  EC2InstanceType = "c5.12xlarge"
	EC2InstanceTypeC518xlarge  EC2InstanceType = "c5.18xlarge"
	EC2InstanceTypeC524xlarge  EC2InstanceType = "c5.24xlarge"
	EC2InstanceTypeC5aLarge    EC2InstanceType = "c5a.large"
	EC2InstanceTypeC5aXlarge   EC2InstanceType = "c5a.xlarge"
	EC2InstanceTypeC5a2xlarge  EC2InstanceType = "c5a.2xlarge"
	EC2InstanceTypeC5a4xlarge  EC2InstanceType = "c5a.4xlarge"
	EC2InstanceTypeC5a8xlarge  EC2InstanceType = "c5a.8xlarge"
	EC2InstanceTypeC5a12xlarge EC2InstanceType = "c5a.12xlarge"
	EC2InstanceTypeC5a16xlarge EC2InstanceType = "c5a.16xlarge"
	EC2InstanceTypeC5a24xlarge EC2InstanceType = "c5a.24xlarge"
	EC2InstanceTypeR3Large     EC2InstanceType = "r3.large"
	EC2InstanceTypeR3Xlarge    EC2InstanceType = "r3.xlarge"
	EC2InstanceTypeR32xlarge   EC2InstanceType = "r3.2xlarge"
	EC2InstanceTypeR34xlarge   EC2InstanceType = "r3.4xlarge"
	EC2InstanceTypeR38xlarge   EC2InstanceType = "r3.8xlarge"
	EC2InstanceTypeR4Large     EC2InstanceType = "r4.large"
	EC2InstanceTypeR4Xlarge    EC2InstanceType = "r4.xlarge"
	EC2InstanceTypeR42xlarge   EC2InstanceType = "r4.2xlarge"
	EC2InstanceTypeR44xlarge   EC2InstanceType = "r4.4xlarge"
	EC2InstanceTypeR48xlarge   EC2InstanceType = "r4.8xlarge"
	EC2InstanceTypeR416xlarge  EC2InstanceType = "r4.16xlarge"
	EC2InstanceTypeR5Large     EC2InstanceType = "r5.large"
	EC2InstanceTypeR5Xlarge    EC2InstanceType = "r5.xlarge"
	EC2InstanceTypeR52xlarge   EC2InstanceType = "r5.2xlarge"
	EC2InstanceTypeR54xlarge   EC2InstanceType = "r5.4xlarge"
	EC2InstanceTypeR58xlarge   EC2InstanceType = "r5.8xlarge"
	EC2InstanceTypeR512xlarge  EC2InstanceType = "r5.12xlarge"
	EC2InstanceTypeR516xlarge  EC2InstanceType = "r5.16xlarge"
	EC2InstanceTypeR524xlarge  EC2InstanceType = "r5.24xlarge"
	EC2InstanceTypeR5aLarge    EC2InstanceType = "r5a.large"
	EC2InstanceTypeR5aXlarge   EC2InstanceType = "r5a.xlarge"
	EC2InstanceTypeR5a2xlarge  EC2InstanceType = "r5a.2xlarge"
	EC2InstanceTypeR5a4xlarge  EC2InstanceType = "r5a.4xlarge"
	EC2InstanceTypeR5a8xlarge  EC2InstanceType = "r5a.8xlarge"
	EC2InstanceTypeR5a12xlarge EC2InstanceType = "r5a.12xlarge"
	EC2InstanceTypeR5a16xlarge EC2InstanceType = "r5a.16xlarge"
	EC2InstanceTypeR5a24xlarge EC2InstanceType = "r5a.24xlarge"
	EC2InstanceTypeM3Medium    EC2InstanceType = "m3.medium"
	EC2InstanceTypeM3Large     EC2InstanceType = "m3.large"
	EC2InstanceTypeM3Xlarge    EC2InstanceType = "m3.xlarge"
	EC2InstanceTypeM32xlarge   EC2InstanceType = "m3.2xlarge"
	EC2InstanceTypeM4Large     EC2InstanceType = "m4.large"
	EC2InstanceTypeM4Xlarge    EC2InstanceType = "m4.xlarge"
	EC2InstanceTypeM42xlarge   EC2InstanceType = "m4.2xlarge"
	EC2InstanceTypeM44xlarge   EC2InstanceType = "m4.4xlarge"
	EC2InstanceTypeM410xlarge  EC2InstanceType = "m4.10xlarge"
	EC2InstanceTypeM5Large     EC2InstanceType = "m5.large"
	EC2InstanceTypeM5Xlarge    EC2InstanceType = "m5.xlarge"
	EC2InstanceTypeM52xlarge   EC2InstanceType = "m5.2xlarge"
	EC2InstanceTypeM54xlarge   EC2InstanceType = "m5.4xlarge"
	EC2InstanceTypeM58xlarge   EC2InstanceType = "m5.8xlarge"
	EC2InstanceTypeM512xlarge  EC2InstanceType = "m5.12xlarge"
	EC2InstanceTypeM516xlarge  EC2InstanceType = "m5.16xlarge"
	EC2InstanceTypeM524xlarge  EC2InstanceType = "m5.24xlarge"
	EC2InstanceTypeM5aLarge    EC2InstanceType = "m5a.large"
	EC2InstanceTypeM5aXlarge   EC2InstanceType = "m5a.xlarge"
	EC2InstanceTypeM5a2xlarge  EC2InstanceType = "m5a.2xlarge"
	EC2InstanceTypeM5a4xlarge  EC2InstanceType = "m5a.4xlarge"
	EC2InstanceTypeM5a8xlarge  EC2InstanceType = "m5a.8xlarge"
	EC2InstanceTypeM5a12xlarge EC2InstanceType = "m5a.12xlarge"
	EC2InstanceTypeM5a16xlarge EC2InstanceType = "m5a.16xlarge"
	EC2InstanceTypeM5a24xlarge EC2InstanceType = "m5a.24xlarge"
)

Enum values for EC2InstanceType

func (EC2InstanceType) Values added in v0.29.0

func (EC2InstanceType) Values() []EC2InstanceType

Values returns all known values for EC2InstanceType. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type Event

type Event struct {

	// The type of event being logged. Fleet creation events (ordered by fleet creation
	// activity):
	//
	// * FLEET_CREATED -- A fleet resource was successfully created with a
	// status of NEW. Event messaging includes the fleet ID.
	//
	// * FLEET_STATE_DOWNLOADING
	// -- Fleet status changed from NEW to DOWNLOADING. The compressed build has
	// started downloading to a fleet instance for installation.
	//
	// *
	// FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet
	// instance.
	//
	// * FLEET_CREATION_EXTRACTING_BUILD – The game server build was
	// successfully downloaded to an instance, and the build files are now being
	// extracted from the uploaded build and saved to an instance. Failure at this
	// stage prevents a fleet from moving to ACTIVE status. Logs for this stage display
	// a list of the files that are extracted and saved on the instance. Access the
	// logs by using the URL in PreSignedLogUrl.
	//
	// * FLEET_CREATION_RUNNING_INSTALLER –
	// The game server build files were successfully extracted, and the 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, GameLift tries to launch a game server process and waits for the process
	// to report ready. Failures in this stage prevent a fleet from moving to ACTIVE
	// status. Logs for this stage list the launch paths in the runtime configuration
	// and indicate whether each is found. Access the logs by using the URL in
	// PreSignedLogUrl.
	//
	// * FLEET_STATE_VALIDATING -- Fleet status changed from
	// DOWNLOADING to VALIDATING.
	//
	// * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND --
	// Validation of the runtime configuration failed because the executable specified
	// in a launch path does not exist on the instance.
	//
	// * FLEET_STATE_BUILDING --
	// Fleet status changed from VALIDATING to BUILDING.
	//
	// *
	// FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
	// configuration failed because the executable specified in a launch path failed to
	// run on the fleet instance.
	//
	// * FLEET_STATE_ACTIVATING -- Fleet status changed
	// from BUILDING to ACTIVATING.
	//
	// * FLEET_ACTIVATION_FAILED - The fleet failed to
	// successfully complete one of the steps in the fleet activation process. This
	// event code indicates that the game build was successfully downloaded to a fleet
	// instance, built, and validated, but was not able to start a server process.
	// Learn more at  Debug Fleet Creation Issues
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation)
	//
	// *
	// FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The
	// fleet is now ready to host game sessions.
	//
	// VPC peering events:
	//
	// *
	// FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established
	// between the VPC for an GameLift fleet and a VPC in your AWS account.
	//
	// *
	// FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event
	// details and status information (see DescribeVpcPeeringConnections) provide
	// additional detail. A common reason for peering failure is that the two VPCs have
	// overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR
	// block for the VPC in your AWS account. For more information on VPC peering
	// failures, see
	// https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
	// (https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html)
	//
	// *
	// FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully
	// deleted.
	//
	// Spot instance events:
	//
	// * INSTANCE_INTERRUPTED -- A spot instance was
	// interrupted by EC2 with a two-minute notification.
	//
	// Other fleet events:
	//
	// *
	// FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings
	// (desired instances, minimum/maximum scaling limits). Event messaging includes
	// the new capacity settings.
	//
	// * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED
	// -- A change was made to the fleet's game session protection policy setting.
	// Event messaging includes both the old and new policy setting.
	//
	// * FLEET_DELETED
	// -- A request to delete a fleet was initiated.
	//
	// * GENERIC_EVENT -- An unspecified
	// event has occurred.
	EventCode EventCode

	// A unique identifier for a fleet event.
	EventId *string

	// Time stamp indicating when this event occurred. Format is a number expressed in
	// Unix time as milliseconds (for example "1469498468.057").
	EventTime *time.Time

	// Additional information related to the event.
	Message *string

	// Location of stored logs with additional detail that is related to the event.
	// This is useful for debugging issues. The URL is valid for 15 minutes. You can
	// also access fleet creation logs through the 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 GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems. Related actions DescribeFleetEvents

type EventCode

type EventCode string
const (
	EventCodeGenericEvent                               EventCode = "GENERIC_EVENT"
	EventCodeFleetCreated                               EventCode = "FLEET_CREATED"
	EventCodeFleetDeleted                               EventCode = "FLEET_DELETED"
	EventCodeFleetScalingEvent                          EventCode = "FLEET_SCALING_EVENT"
	EventCodeFleetStateDownloading                      EventCode = "FLEET_STATE_DOWNLOADING"
	EventCodeFleetStateValidating                       EventCode = "FLEET_STATE_VALIDATING"
	EventCodeFleetStateBuilding                         EventCode = "FLEET_STATE_BUILDING"
	EventCodeFleetStateActivating                       EventCode = "FLEET_STATE_ACTIVATING"
	EventCodeFleetStateActive                           EventCode = "FLEET_STATE_ACTIVE"
	EventCodeFleetStateError                            EventCode = "FLEET_STATE_ERROR"
	EventCodeFleetInitializationFailed                  EventCode = "FLEET_INITIALIZATION_FAILED"
	EventCodeFleetBinaryDownloadFailed                  EventCode = "FLEET_BINARY_DOWNLOAD_FAILED"
	EventCodeFleetValidationLaunchPathNotFound          EventCode = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"
	EventCodeFleetValidationExecutableRuntimeFailure    EventCode = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"
	EventCodeFleetValidationTimedOut                    EventCode = "FLEET_VALIDATION_TIMED_OUT"
	EventCodeFleetActivationFailed                      EventCode = "FLEET_ACTIVATION_FAILED"
	EventCodeFleetActivationFailedNoInstances           EventCode = "FLEET_ACTIVATION_FAILED_NO_INSTANCES"
	EventCodeFleetNewGameSessionProtectionPolicyUpdated EventCode = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"
	EventCodeServerProcessInvalidPath                   EventCode = "SERVER_PROCESS_INVALID_PATH"
	EventCodeServerProcessSdkInitializationTimeout      EventCode = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"
	EventCodeServerProcessProcessReadyTimeout           EventCode = "SERVER_PROCESS_PROCESS_READY_TIMEOUT"
	EventCodeServerProcessCrashed                       EventCode = "SERVER_PROCESS_CRASHED"
	EventCodeServerProcessTerminatedUnhealthy           EventCode = "SERVER_PROCESS_TERMINATED_UNHEALTHY"
	EventCodeServerProcessForceTerminated               EventCode = "SERVER_PROCESS_FORCE_TERMINATED"
	EventCodeServerProcessProcessExitTimeout            EventCode = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"
	EventCodeGameSessionActivationTimeout               EventCode = "GAME_SESSION_ACTIVATION_TIMEOUT"
	EventCodeFleetCreationExtractingBuild               EventCode = "FLEET_CREATION_EXTRACTING_BUILD"
	EventCodeFleetCreationRunningInstaller              EventCode = "FLEET_CREATION_RUNNING_INSTALLER"
	EventCodeFleetCreationValidatingRuntimeConfig       EventCode = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"
	EventCodeFleetVpcPeeringSucceeded                   EventCode = "FLEET_VPC_PEERING_SUCCEEDED"
	EventCodeFleetVpcPeeringFailed                      EventCode = "FLEET_VPC_PEERING_FAILED"
	EventCodeFleetVpcPeeringDeleted                     EventCode = "FLEET_VPC_PEERING_DELETED"
	EventCodeInstanceInterrupted                        EventCode = "INSTANCE_INTERRUPTED"
)

Enum values for EventCode

func (EventCode) Values added in v0.29.0

func (EventCode) Values() []EventCode

Values returns all known values for EventCode. 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 FilterConfiguration added in v1.2.0

type FilterConfiguration struct {

	// A list of locations to allow game session placement in, in the form of AWS
	// 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. Filter configurations are part of a GameSessionQueue.

type FleetAction

type FleetAction string
const (
	FleetActionAutoScaling FleetAction = "AUTO_SCALING"
)

Enum values for FleetAction

func (FleetAction) Values added in v0.29.0

func (FleetAction) Values() []FleetAction

Values returns all known values for FleetAction. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type FleetAttributes

type FleetAttributes struct {

	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) associated
	// with the GameLift build resource that is deployed on instances in this fleet. In
	// a GameLift build ARN, the resource ID matches the BuildId value.
	BuildArn *string

	// A unique identifier for the build resource that is deployed on instances in this
	// fleet.
	BuildId *string

	// Indicates whether a TLS/SSL certificate was generated for the fleet.
	CertificateConfiguration *CertificateConfiguration

	// 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 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

	// The kind of instances, On-Demand or Spot, that this fleet uses.
	FleetType FleetType

	// A unique identifier for an AWS IAM role that manages access to your AWS
	// services. With an instance role ARN set, any application that runs on an
	// instance in this fleet can assume the role, including install scripts, server
	// processes, 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 AWS
	// Management Console. Learn more about using on-box credentials for your game
	// servers at  Access external resources from a game server
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html).
	InstanceRoleArn *string

	// The 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 EC2 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 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

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

	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/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 RuntimeConfiguration parameter. 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 parameter. 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 -- 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. 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 GameLift fleet of game hosting resources. Related actions CreateFleet | DescribeFleetAttributes

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 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 current instance count and capacity settings for the fleet location.
	InstanceCounts *EC2InstanceCounts

	// The 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 EC2 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 AWS
	// 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 | DescribeFleetLocationCapacity | UpdateFleetCapacity

type FleetCapacityExceededException

type FleetCapacityExceededException struct {
	Message *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 (*FleetCapacityExceededException) ErrorCode

func (e *FleetCapacityExceededException) ErrorCode() string

func (*FleetCapacityExceededException) ErrorFault

func (*FleetCapacityExceededException) ErrorMessage

func (e *FleetCapacityExceededException) ErrorMessage() string

type FleetStatus

type FleetStatus string
const (
	FleetStatusNew         FleetStatus = "NEW"
	FleetStatusDownloading FleetStatus = "DOWNLOADING"
	FleetStatusValidating  FleetStatus = "VALIDATING"
	FleetStatusBuilding    FleetStatus = "BUILDING"
	FleetStatusActivating  FleetStatus = "ACTIVATING"
	FleetStatusActive      FleetStatus = "ACTIVE"
	FleetStatusDeleting    FleetStatus = "DELETING"
	FleetStatusError       FleetStatus = "ERROR"
	FleetStatusTerminated  FleetStatus = "TERMINATED"
)

Enum values for FleetStatus

func (FleetStatus) Values added in v0.29.0

func (FleetStatus) Values() []FleetStatus

Values returns all known values for FleetStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type FleetType

type FleetType string
const (
	FleetTypeOnDemand FleetType = "ON_DEMAND"
	FleetTypeSpot     FleetType = "SPOT"
)

Enum values for FleetType

func (FleetType) Values added in v0.29.0

func (FleetType) Values() []FleetType

Values returns all known values for FleetType. 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 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 AWS
	// 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 DescribeFleetUtilization | DescribeFleetLocationUtilization

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 GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create).

type GameServer

type GameServer struct {

	// Indicates when an available game server has been reserved for gameplay but has
	// not yet started hosting a game. Once it is claimed, the game server remains in
	// CLAIMED status for a maximum of one minute. During this time, game clients
	// connect to the game server to start the game and trigger the game server to
	// update its utilization status. After one minute, the game server claim status
	// reverts to null.
	ClaimStatus GameServerClaimStatus

	// The port and IP address that must be used to establish a client connection to
	// the game server.
	ConnectionInfo *string

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

	// The ARN identifier for the game server group where the game server is located.
	GameServerGroupArn *string

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

	// A custom string that uniquely identifies the game server. Game server IDs are
	// developer-defined and are unique across all game server groups in an AWS
	// account.
	GameServerId *string

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

	// Timestamp that indicates the last time the game server was claimed with a
	// ClaimGameServer request. The format is a number expressed in Unix time as
	// milliseconds (for example "1469498468.057"). This value is used to calculate
	// when a claimed game server's status should revert to null.
	LastClaimTime *time.Time

	// Timestamp that indicates the last time the game server was updated with health
	// status using an UpdateGameServer request. The format is a number expressed in
	// Unix time as milliseconds (for example "1469498468.057"). After game server
	// registration, this property is only changed when a game server update specifies
	// a health check value.
	LastHealthCheckTime *time.Time

	// Timestamp that indicates when the game server was created with a
	// RegisterGameServer request. The format is a number expressed in Unix time as
	// milliseconds (for example "1469498468.057").
	RegistrationTime *time.Time

	// Indicates whether the game server is currently available for new games or is
	// busy. Possible statuses include:
	//
	// * AVAILABLE - The game server is available to
	// be claimed. A game server that has been claimed remains in this status until it
	// reports game hosting activity.
	//
	// * UTILIZED - The game server is currently
	// hosting a game session with players.
	UtilizationStatus GameServerUtilizationStatus
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups. Properties describing a game server that is running on an instance in a GameServerGroup. A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer. Related actions RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

type GameServerClaimStatus

type GameServerClaimStatus string
const (
	GameServerClaimStatusClaimed GameServerClaimStatus = "CLAIMED"
)

Enum values for GameServerClaimStatus

func (GameServerClaimStatus) Values added in v0.29.0

Values returns all known values for GameServerClaimStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type GameServerGroup

type GameServerGroup struct {

	// A generated unique ID for the EC2 Auto Scaling group that is associated with
	// this game server group.
	AutoScalingGroupArn *string

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

	// A 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 AWS account.
	GameServerGroupName *string

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

	// The set of EC2 instance types that GameLift FleetIQ can use when balancing and
	// automatically scaling instances in the corresponding Auto Scaling group.
	InstanceDefinitions []InstanceDefinition

	// A timestamp that indicates when this game server group was last updated.
	LastUpdatedTime *time.Time

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

	// The current status of the game server group. Possible statuses include:
	//
	// * NEW -
	// GameLift FleetIQ has validated the CreateGameServerGroup() request.
	//
	// *
	// ACTIVATING - GameLift FleetIQ is setting up a game server group, which includes
	// creating an Auto Scaling group in your AWS account.
	//
	// * ACTIVE - The game server
	// group has been successfully created.
	//
	// * DELETE_SCHEDULED - A request to delete
	// the game server group has been received.
	//
	// * DELETING - GameLift FleetIQ has
	// received a valid DeleteGameServerGroup() request and is processing it. GameLift
	// FleetIQ must first complete and release hosts before it deletes the Auto Scaling
	// group and the game server group.
	//
	// * DELETED - The game server group has been
	// successfully deleted.
	//
	// * ERROR - The asynchronous processes of activating or
	// deleting a game server group has failed, resulting in an error state.
	Status GameServerGroupStatus

	// Additional information about the current game server group status. This
	// information might provide additional insight on groups that are in ERROR status.
	StatusReason *string

	// A list of activities that are currently suspended for this game server group. If
	// this property is empty, all activities are occurring.
	SuspendedActions []GameServerGroupAction
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups. Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding EC2 Auto Scaling group. A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup, respectively. Related actions CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

type GameServerGroupAction

type GameServerGroupAction string
const (
	GameServerGroupActionReplaceInstanceTypes GameServerGroupAction = "REPLACE_INSTANCE_TYPES"
)

Enum values for GameServerGroupAction

func (GameServerGroupAction) Values added in v0.29.0

Values returns all known values for GameServerGroupAction. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type GameServerGroupAutoScalingPolicy

type GameServerGroupAutoScalingPolicy struct {

	// Settings for a target-based scaling policy applied to Auto Scaling group. These
	// settings are used to create a target-based policy that tracks the GameLift
	// FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the
	// metric. As player usage changes, the policy triggers to adjust the game server
	// group capacity so that the metric returns to the target value.
	//
	// This member is required.
	TargetTrackingConfiguration *TargetTrackingConfiguration

	// Length of time, in seconds, it takes for a new instance to start new game server
	// processes and register with GameLift FleetIQ. Specifying a warm-up time can be
	// useful, particularly with game servers that take a long time to start up,
	// because it avoids prematurely starting new instances.
	EstimatedInstanceWarmup *int32
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups. Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group with CreateGameServerGroup. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.

type GameServerGroupDeleteOption

type GameServerGroupDeleteOption string
const (
	GameServerGroupDeleteOptionSafeDelete  GameServerGroupDeleteOption = "SAFE_DELETE"
	GameServerGroupDeleteOptionForceDelete GameServerGroupDeleteOption = "FORCE_DELETE"
	GameServerGroupDeleteOptionRetain      GameServerGroupDeleteOption = "RETAIN"
)

Enum values for GameServerGroupDeleteOption

func (GameServerGroupDeleteOption) Values added in v0.29.0

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

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

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

Values returns all known values for GameServerHealthCheck. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type GameServerInstance added in v0.29.0

type GameServerInstance struct {

	// A generated unique identifier for the game server group that includes the game
	// server instance.
	GameServerGroupArn *string

	// A developer-defined identifier for the game server group that includes the game
	// server instance. The name is unique for each Region in each AWS account.
	GameServerGroupName *string

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

	// Current status of the game server instance.
	//
	// * ACTIVE -- The instance is viable
	// for hosting game servers.
	//
	// * DRAINING -- The instance is not viable for hosting
	// game servers. Existing game servers are in the process of ending, and new game
	// servers are not started on this instance unless no other resources are
	// available. When the instance is put in DRAINING, a new instance is started up to
	// replace it. Once the instance has no UTILIZED game servers, it will be
	// terminated in favor of the new instance.
	//
	// * SPOT_TERMINATING -- The instance is
	// in the process of shutting down due to a Spot instance interruption. No new game
	// servers are started on this instance.
	InstanceStatus GameServerInstanceStatus
	// contains filtered or unexported fields
}

This data type is used with the 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. Related actions CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html)

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

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

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

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 in the GameSession object
	// with a request to start a new game session. You can search for active game
	// sessions based on this custom data with SearchGameSessions.
	GameProperties []GameProperty

	// A set of custom game session properties, formatted as a single string value.
	// This data is passed to a game server process in the GameSession object with a
	// request to start a new game session.
	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 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 AWS
	// Region code such as us-west-2.
	Location *string

	// Information about the matchmaking process that was used to create the game
	// session. It is in JSON syntax, formatted as a string. In addition the
	// matchmaking configuration used, it contains data on all players assigned to the
	// match, including player attributes and team assignments. For more details on
	// matchmaker data, see Match Data
	// (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data).
	// Matchmaker data is useful when requesting match backfills, and is updated
	// whenever new players are added during a successful backfill (see
	// StartMatchBackfill).
	MatchmakerData *string

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

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

	// Indicates whether or not the game session is accepting new players.
	PlayerSessionCreationPolicy PlayerSessionCreationPolicy

	// The port number for the game session. To connect to a 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. Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days. Related actions CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | 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 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 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 StartMatchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.

type GameSessionDetail

type GameSessionDetail struct {

	// Object that describes a game session.
	GameSession *GameSession

	// Current status of protection for the game session.
	//
	// * NoProtection -- The game
	// session can be terminated during a scale-down event.
	//
	// * FullProtection -- If the
	// game session is in an ACTIVE status, it cannot be terminated during a scale-down
	// event.
	ProtectionPolicy ProtectionPolicy
	// contains filtered or unexported fields
}

A game session's properties plus the protection policy currently in force.

type GameSessionFullException

type GameSessionFullException struct {
	Message *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 in the GameSession object
	// with a request to start a new game session (see Start a Game Session
	// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
	GameProperties []GameProperty

	// Identifier for the game session created by this placement request. This value is
	// set once the new game session is placed (placement status is FULFILLED). This
	// identifier is unique across all Regions. You can use this value as a
	// GameSessionId value as needed.
	GameSessionArn *string

	// 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 is set once the new game
	// session is placed (placement status is FULFILLED).
	GameSessionId *string

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

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

	// Name of the Region where the game session created by this placement request is
	// running. This value is set once the new game session is placed (placement status
	// is FULFILLED).
	GameSessionRegion *string

	// The IP address of the game session. To connect to a GameLift game server, an app
	// needs both the IP address and port number. This value is set once the new game
	// session is placed (placement status is FULFILLED).
	IpAddress *string

	// Information on the matchmaking process for this game. Data is in JSON syntax,
	// formatted as a string. It identifies the matchmaking configuration used to
	// create the match, and contains data on all players assigned to the match,
	// including player attributes and team assignments. For more details on matchmaker
	// data, see Match Data
	// (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data).
	MatchmakerData *string

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

	// A collection of information on player sessions created in response to the game
	// session placement request. These player sessions are created only once a new
	// game session is successfully placed (placement status is FULFILLED). This
	// information includes the player ID (as provided in the placement request) and
	// the corresponding player session ID. Retrieve full player sessions by calling
	// DescribePlayerSessions with the player session ID.
	PlacedPlayerSessions []PlacedPlayerSession

	// A unique identifier for a game session placement.
	PlacementId *string

	// A set of values, expressed in milliseconds, that indicates the amount of latency
	// that a player experiences when connected to AWS Regions.
	PlayerLatencies []PlayerLatency

	// The port number for the game session. To connect to a GameLift game server, an
	// app needs both the IP address and port number. This value is set once the new
	// game session is placed (placement status is FULFILLED).
	Port *int32

	// Time stamp indicating when this request was placed in the queue. Format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057").
	StartTime *time.Time

	// Current status of the game session placement request.
	//
	// * PENDING -- The
	// placement request is currently in the queue waiting to be processed.
	//
	// *
	// FULFILLED -- A new game session and player sessions (if requested) have been
	// successfully created. Values for GameSessionArn and GameSessionRegion are
	// available.
	//
	// * CANCELLED -- The placement request was canceled with a call to
	// StopGameSessionPlacement.
	//
	// * TIMED_OUT -- A new game session was not
	// successfully created before the time limit expired. You can resubmit the
	// placement request as needed.
	//
	// * FAILED -- GameLift is not able to complete the
	// process of placing the game session. Common reasons are the game session
	// terminated before the placement process was completed, or an unexpected internal
	// error.
	Status GameSessionPlacementState
	// contains filtered or unexported fields
}

Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps. Game session placement-related operations include:

* StartGameSessionPlacement

* DescribeGameSessionPlacement

* StopGameSessionPlacement

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

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 AWS 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 GameLift game session queue resource and uniquely identifies it.
	// ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::gamesessionqueue/. In a GameLift game session queue ARN, the
	// resource ID matches the Name value.
	GameSessionQueueArn *string

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

	// 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.
	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. Related actions CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue

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. Destinations are part of a GameSessionQueue.

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

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

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
	// 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 (*IdempotentParameterMismatchException) ErrorCode

func (*IdempotentParameterMismatchException) 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 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)) that is
	// assigned to a 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 is in.
	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 AWS Region code, such as
	// us-west-2.
	Location *string

	// Operating system that is running on this instance.
	OperatingSystem OperatingSystem

	// Current status of the instance. Possible statuses include the following:
	//
	// *
	// PENDING -- The instance is in the process of being created and launching server
	// processes as defined in the fleet's run-time configuration.
	//
	// * ACTIVE -- The
	// instance has been successfully created and at least one server process has
	// successfully launched and reported back to 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 an EC2 instance of virtual computing resources that hosts one or more game servers. In GameLift, a fleet can contain zero or more instances. Related actions DescribeInstances

type InstanceAccess

type InstanceAccess struct {

	// Credentials required to access the instance.
	Credentials *InstanceCredentials

	// A unique identifier for the fleet containing the instance being accessed.
	FleetId *string

	// A unique identifier for the instance being accessed.
	InstanceId *string

	// IP address that is assigned to the instance.
	IpAddress *string

	// Operating system that is running on the instance.
	OperatingSystem OperatingSystem
	// contains filtered or unexported fields
}

Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.

type InstanceCredentials

type InstanceCredentials struct {

	// Secret string. For Windows instances, the secret is a password for use with
	// Windows Remote Desktop. For Linux instances, it is a private key (which must be
	// saved as a .pem file) for use with SSH.
	Secret *string

	// User login string.
	UserName *string
	// contains filtered or unexported fields
}

Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.

type InstanceDefinition

type InstanceDefinition struct {

	// An EC2 instance type designation.
	//
	// This member is required.
	InstanceType GameServerGroupInstanceType

	// Instance weighting that indicates how much this instance type contributes to the
	// total capacity of a game server group. Instance weights are used by GameLift
	// FleetIQ to calculate the instance type's cost per unit hour and better identify
	// the most cost-effective options. For detailed information on weighting instance
	// capacity, see Instance Weighting
	// (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html)
	// in the Amazon EC2 Auto Scaling User Guide. Default value is "1".
	WeightedCapacity *string
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups. An allowed instance type for a GameServerGroup. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.

type InstanceStatus

type InstanceStatus string
const (
	InstanceStatusPending     InstanceStatus = "PENDING"
	InstanceStatusActive      InstanceStatus = "ACTIVE"
	InstanceStatusTerminating InstanceStatus = "TERMINATING"
)

Enum values for InstanceStatus

func (InstanceStatus) Values added in v0.29.0

func (InstanceStatus) Values() []InstanceStatus

Values returns all known values for InstanceStatus. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type InternalServiceException

type InternalServiceException struct {
	Message *string
	// 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
	// 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 (*InvalidFleetStatusException) ErrorCode

func (e *InvalidFleetStatusException) ErrorCode() string

func (*InvalidFleetStatusException) ErrorFault

func (*InvalidFleetStatusException) ErrorMessage

func (e *InvalidFleetStatusException) ErrorMessage() string

type InvalidGameSessionStatusException

type InvalidGameSessionStatusException struct {
	Message *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 (*InvalidGameSessionStatusException) ErrorCode

func (*InvalidGameSessionStatusException) ErrorFault

func (*InvalidGameSessionStatusException) ErrorMessage

func (e *InvalidGameSessionStatusException) ErrorMessage() string

type InvalidRequestException

type InvalidRequestException struct {
	Message *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.
	//
	// This member is required.
	FromPort *int32

	// A range of allowed IP addresses. This value must be expressed in CIDR notation.
	// Example: "000.000.000.000/[subnet mask]" or optionally the shortened version
	// "0.0.0.0/[subnet mask]".
	//
	// This member is required.
	IpRange *string

	// The network communication protocol used by the fleet.
	//
	// This member is required.
	Protocol IpProtocol

	// An ending value for a range of allowed port numbers. Port numbers are
	// end-inclusive. This value must be higher than FromPort.
	//
	// This member is required.
	ToPort *int32
	// 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, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP. Related actions DescribeFleetPortSettings

type IpProtocol

type IpProtocol string
const (
	IpProtocolTcp IpProtocol = "TCP"
	IpProtocolUdp IpProtocol = "UDP"
)

Enum values for IpProtocol

func (IpProtocol) Values added in v0.29.0

func (IpProtocol) Values() []IpProtocol

Values returns all known values for IpProtocol. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type LaunchTemplateSpecification

type LaunchTemplateSpecification struct {

	// A unique identifier for an existing EC2 launch template.
	LaunchTemplateId *string

	// A readable identifier for an existing EC2 launch template.
	LaunchTemplateName *string

	// The version of the EC2 launch template to use. If no version is specified, the
	// default version will be used. With Amazon EC2, you can specify a default version
	// for a launch template. If none is set, the default is the first version created.
	Version *string
	// contains filtered or unexported fields
}

This data type is used with the GameLift FleetIQ and game server groups. An EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group with CreateGameServerGroup.

type LimitExceededException

type LimitExceededException struct {
	Message *string
	// 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
}

Represents a location in a multi-location fleet. Related actions DescribeFleetLocationAttributes

type LocationConfiguration added in v1.2.0

type LocationConfiguration struct {

	// An AWS Region code, such as us-west-2.
	Location *string
	// contains filtered or unexported fields
}

A remote location where a multi-location fleet can deploy EC2 instances for game hosting. Related actions CreateFleet

type LocationState added in v1.2.0

type LocationState struct {

	// The fleet location, expressed as an AWS 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. Related actions CreateFleet | CreateFleetLocations | DeleteFleetLocations

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

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
	// 12-person team, and the additional player count is set to 2, only 10 players are
	// selected for the match. This parameter is not used when FlexMatchMode is set to
	// STANDALONE.
	AdditionalPlayerCount *int32

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

	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) that is
	// assigned to a GameLift matchmaking configuration resource and uniquely
	// identifies it. ARNs are unique across all Regions. Format is
	// arn:aws:gamelift:::matchmakingconfiguration/. In a 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 GameLift
	// hosting or as a standalone matchmaking solution.
	//
	// * STANDALONE - FlexMatch forms
	// matches and returns match information, including players and team assignments,
	// in a  MatchmakingSucceeded
	// (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded)
	// event.
	//
	// * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift
	// queue to start a game session for the match.
	FlexMatchMode FlexMatchMode

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

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

	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) that is
	// assigned to a 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 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

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 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. Rule sets are used in MatchmakingConfiguration objects. A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html).

* Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.

* Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.

* Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.

* Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.

type MatchmakingTicket

type MatchmakingTicket struct {

	// The Amazon Resource Name (ARN
	// (https://docs.aws.amazon.com/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 MatchmakingConfiguration that is used with this ticket. Matchmaking
	// configurations determine how players are grouped into a match and how a new game
	// session is created for the match.
	ConfigurationName *string

	// Time stamp indicating when this matchmaking request stopped being processed due
	// to success, failure, or cancellation. Format is a number expressed in Unix time
	// as milliseconds (for example "1469498468.057").
	EndTime *time.Time

	// Average amount of time (in seconds) that players are currently waiting for a
	// match. If there is not enough recent data, this property may be empty.
	EstimatedWaitTime *int32

	// Identifier and connection information of the game session created for the match.
	// This information is added to the ticket only after the matchmaking request has
	// been successfully completed. This parameter is not set when FlexMatch is being
	// used without GameLift hosting.
	GameSessionConnectionInfo *GameSessionConnectionInfo

	// A set of Player objects, each representing a player to find matches for. Players
	// are identified by a unique player ID and may include latency data for use during
	// matchmaking. If the ticket is in status COMPLETED, the Player objects include
	// the team the players were assigned to in the resulting match.
	Players []Player

	// Time stamp indicating when this matchmaking request was received. Format is a
	// number expressed in Unix time as milliseconds (for example "1469498468.057").
	StartTime *time.Time

	// Current status of the matchmaking request.
	//
	// * QUEUED -- The matchmaking request
	// has been received and is currently waiting to be processed.
	//
	// * SEARCHING -- The
	// matchmaking request is currently being processed.
	//
	// * REQUIRES_ACCEPTANCE -- A
	// match has been proposed and the players must accept the match (see AcceptMatch).
	// This status is used only with requests that use a matchmaking configuration with
	// a player acceptance requirement.
	//
	// * PLACING -- The FlexMatch engine has matched
	// players and is in the process of placing a new game session for the match.
	//
	// *
	// COMPLETED -- Players have been matched and a game session is ready to host the
	// players. A ticket in this state contains the necessary connection information
	// for players.
	//
	// * FAILED -- The matchmaking request was not completed.
	//
	// *
	// CANCELLED -- The matchmaking request was canceled. This may be the result of a
	// call to StopMatchmaking or a proposed match that one or more players failed to
	// accept.
	//
	// * TIMED_OUT -- The matchmaking request was not successful within the
	// duration specified in the matchmaking configuration.
	//
	// Matchmaking requests that
	// fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be
	// resubmitted as new requests with new ticket IDs.
	Status MatchmakingConfigurationStatus

	// Additional information about the current status.
	StatusMessage *string

	// Code to explain the current status. For example, a status reason may indicate
	// when a ticket has returned to SEARCHING status after a proposed match fails to
	// receive player acceptances.
	StatusReason *string

	// A unique identifier for a matchmaking ticket.
	TicketId *string
	// contains filtered or unexported fields
}

Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.

type MetricName

type MetricName string
const (
	MetricNameActivatingGameSessions       MetricName = "ActivatingGameSessions"
	MetricNameActiveGameSessions           MetricName = "ActiveGameSessions"
	MetricNameActiveInstances              MetricName = "ActiveInstances"
	MetricNameAvailableGameSessions        MetricName = "AvailableGameSessions"
	MetricNameAvailablePlayerSessions      MetricName = "AvailablePlayerSessions"
	MetricNameCurrentPlayerSessions        MetricName = "CurrentPlayerSessions"
	MetricNameIdleInstances                MetricName = "IdleInstances"
	MetricNamePercentAvailableGameSessions MetricName = "PercentAvailableGameSessions"
	MetricNamePercentIdleInstances         MetricName = "PercentIdleInstances"
	MetricNameQueueDepth                   MetricName = "QueueDepth"
	MetricNameWaitTime                     MetricName = "WaitTime"
)

Enum values for MetricName

func (MetricName) Values added in v0.29.0

func (MetricName) Values() []MetricName

Values returns all known values for MetricName. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type NotFoundException

type NotFoundException struct {
	Message *string
	// contains filtered or unexported fields
}

A service resource associated with the request could not be found. Clients should not retry such requests.

func (*NotFoundException) Error

func (e *NotFoundException) Error() string

func (*NotFoundException) ErrorCode

func (e *NotFoundException) ErrorCode() string

func (*NotFoundException) ErrorFault

func (e *NotFoundException) ErrorFault() smithy.ErrorFault

func (*NotFoundException) ErrorMessage

func (e *NotFoundException) ErrorMessage() string

type OperatingSystem

type OperatingSystem string
const (
	OperatingSystemWindows2012  OperatingSystem = "WINDOWS_2012"
	OperatingSystemAmazonLinux  OperatingSystem = "AMAZON_LINUX"
	OperatingSystemAmazonLinux2 OperatingSystem = "AMAZON_LINUX_2"
)

Enum values for OperatingSystem

func (OperatingSystem) Values added in v0.29.0

func (OperatingSystem) Values() []OperatingSystem

Values returns all known values for OperatingSystem. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type OutOfCapacityException

type OutOfCapacityException struct {
	Message *string
	// 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 that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID. Related actions CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

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"}}.
	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 with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.

type PlayerLatencyPolicy

type PlayerLatencyPolicy struct {

	// The maximum latency value that is allowed for any player, in milliseconds. All
	// policies must have a value set for this property.
	MaximumIndividualPlayerLatencyMilliseconds *int32

	// The length of time, in seconds, that the policy is enforced while placing a new
	// game session. A null value for this property means that the policy is enforced
	// until the queue times out.
	PolicyDurationSeconds *int32
	// 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. Latency policies are part of a GameSessionQueue.

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 GameLift game server, an app
	// needs both the IP address and port number.
	IpAddress *string

	// Developer-defined information related to a player. 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 CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | 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

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

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 AWS 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. Priority configurations are part of a GameSessionQueue.

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

Values returns all known values for ProtectionPolicy. Note that this can be expanded in the future, and so it is only as up to date as the client. The ordering of this slice is not guaranteed to be stable across updates.

type ResourceCreationLimitPolicy

type ResourceCreationLimitPolicy struct {

	// The maximum number of game sessions that an individual can create during the
	// policy period.
	NewGameSessionsPerCreator *int32

	// The time span used in evaluating the resource creation limit policy.
	PolicyPeriodInMinutes *int32
	// 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, GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period. The resource creation limit policy is included in FleetAttributes.

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 RoutingStrategy message
	// embedded.
	Type RoutingStrategyType
	// contains filtered or unexported fields
}

The routing configuration for a fleet alias. Related actions CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | 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

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. GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration. A 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 ServerProcess. Learn more about Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html). Related actions DescribeRuntimeConfiguration | UpdateRuntimeConfiguration

type S3Location

type S3Location struct {

	// An Amazon S3 bucket identifier. This is the name of the S3 bucket. GameLift
	// currently does not 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. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

type ScalingAdjustmentType

type ScalingAdjustmentType string
const (
	ScalingAdjustmentTypeChangeInCapacity        ScalingAdjustmentType = "ChangeInCapacity"
	ScalingAdjustmentTypeExactCapacity           ScalingAdjustmentType = "ExactCapacity"
	ScalingAdjustmentTypePercentChangeInCapacity ScalingAdjustmentType = "PercentChangeInCapacity"
)

Enum values for ScalingAdjustmentType

func (ScalingAdjustmentType) Values added in v0.29.0

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 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

	//
	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 (see
	// FleetCapacity):
	//
	// * ChangeInCapacity -- add (or subtract) the scaling adjustment
	// value from the current instance count. Positive values scale up while negative
	// values scale down.
	//
	// * ExactCapacity -- set the instance count to the scaling
	// adjustment value.
	//
	// * PercentChangeInCapacity -- increase or reduce the current
	// instance count by the scaling adjustment, read as a percentage. Positive values
	// scale up while negative values scale down.
	ScalingAdjustmentType ScalingAdjustmentType

	// Current status of the scaling policy. The scaling policy can be in force only
	// when in an ACTIVE status. Scaling policies can be suspended for individual
	// fleets (see StopFleetActions; if suspended for a fleet, the policy status does
	// not change. View a fleet's stopped actions by calling DescribeFleetCapacity.
	//
	// *
	// ACTIVE -- The scaling policy can be used for auto-scaling a fleet.
	//
	// *
	// UPDATE_REQUESTED -- A request to update the scaling policy has been received.
	//
	// *
	// UPDATING -- A change is being made to the scaling policy.
	//
	// * DELETE_REQUESTED --
	// A request to delete the scaling policy has been received.
	//
	// * DELETING -- The
	// scaling policy is being deleted.
	//
	// * DELETED -- The scaling policy has been
	// deleted.
	//
	// * ERROR -- An error occurred in creating the policy. It should be
	// removed and recreated.
	Status ScalingStatusType

	// 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. Related actions DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

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

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 do not 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 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 in Amazon S3 where build or script files are stored for access by
	// Amazon GameLift. This location is specified in CreateBuild, CreateScript, and
	// UpdateScript requests.
	StorageLocation *S3Location

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

Properties describing a Realtime script. Related actions CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | 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 the Realtime script file that
	// contains the Init() function. 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"
	//
	// 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 RuntimeConfiguration.

type SortOrder

type SortOrder string
const (
	SortOrderAscending  SortOrder = "ASCENDING"
	SortOrderDescending SortOrder = "DESCENDING"
)

Enum values for SortOrder

func (SortOrder) Values added in v0.29.0

func (SortOrder) Values() []SortOrder

Values returns all known values for SortOrder. 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 Tag

type Tag struct {

	// The key for a developer-defined key:value pair for tagging an AWS resource.
	//
	// This member is required.
	Key *string

	// The value for a developer-defined key:value pair for tagging an AWS resource.
	//
	// This member is required.
	Value *string
	// contains filtered or unexported fields
}

A label that can be assigned to a GameLift resource. Learn more Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the AWS General Reference AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) Related actions TagResource | UntagResource | ListTagsForResource | 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
	// 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 (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value. Related actions DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)

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 GameLift FleetIQ and game server groups. Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

type TerminalRoutingStrategyException

type TerminalRoutingStrategyException struct {
	Message *string
	// 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 (*TerminalRoutingStrategyException) ErrorCode

func (*TerminalRoutingStrategyException) ErrorFault

func (*TerminalRoutingStrategyException) ErrorMessage

func (e *TerminalRoutingStrategyException) ErrorMessage() string

type UnauthorizedException

type UnauthorizedException struct {
	Message *string
	// 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
	// contains filtered or unexported fields
}

The requested operation is not supported in the Region specified.

func (*UnsupportedRegionException) Error

func (*UnsupportedRegionException) ErrorCode

func (e *UnsupportedRegionException) ErrorCode() string

func (*UnsupportedRegionException) ErrorFault

func (*UnsupportedRegionException) ErrorMessage

func (e *UnsupportedRegionException) ErrorMessage() string

type VpcPeeringAuthorization

type VpcPeeringAuthorization struct {

	// Time stamp indicating when this authorization was issued. Format is a number
	// expressed in Unix time as milliseconds (for example "1469498468.057").
	CreationTime *time.Time

	// Time stamp indicating when this authorization expires (24 hours after issuance).
	// Format is a number expressed in Unix time as milliseconds (for example
	// "1469498468.057").
	ExpirationTime *time.Time

	// A unique identifier for the AWS account that you use to manage your GameLift
	// fleet. You can find your Account ID in the AWS Management Console under account
	// settings.
	GameLiftAwsAccountId *string

	//
	PeerVpcAwsAccountId *string

	// A unique identifier for a VPC with resources to be accessed by your GameLift
	// fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID,
	// use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS
	// Management Console. Learn more about VPC peering in VPC Peering with 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 CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | 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
	// AWS account.
	GameLiftVpcId *string

	// CIDR block of IPv4 addresses assigned to the VPC peering connection for the
	// GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it;
	// these blocks cannot overlap or the peering connection cannot be created.
	IpV4CidrBlock *string

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

	// The status information about the connection. Status indicates if a connection is
	// pending, successful, or failed.
	Status *VpcPeeringConnectionStatus

	// A unique identifier that is automatically assigned to the connection record.
	// This ID is referenced in VPC peering connection events, and is used when
	// deleting a connection with DeleteVpcPeeringConnection.
	VpcPeeringConnectionId *string
	// contains filtered or unexported fields
}

Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established. Related actions CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | 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 is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason (https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html)). Connection status information is also communicated as a fleet Event.

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL