gameliftstub

package
v0.6.0 Latest Latest
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Published: Jan 31, 2022 License: Apache-2.0 Imports: 3 Imported by: 0

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Index

Constants

This section is empty.

Variables

This section is empty.

Functions

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Types

type AcceptMatchFuture

type AcceptMatchFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*AcceptMatchFuture) Get

type ClaimGameServerFuture

type ClaimGameServerFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ClaimGameServerFuture) Get

type Client

type Client interface {
	AcceptMatch(ctx workflow.Context, input *gamelift.AcceptMatchInput) (*gamelift.AcceptMatchOutput, error)
	AcceptMatchAsync(ctx workflow.Context, input *gamelift.AcceptMatchInput) *AcceptMatchFuture

	ClaimGameServer(ctx workflow.Context, input *gamelift.ClaimGameServerInput) (*gamelift.ClaimGameServerOutput, error)
	ClaimGameServerAsync(ctx workflow.Context, input *gamelift.ClaimGameServerInput) *ClaimGameServerFuture

	CreateAlias(ctx workflow.Context, input *gamelift.CreateAliasInput) (*gamelift.CreateAliasOutput, error)
	CreateAliasAsync(ctx workflow.Context, input *gamelift.CreateAliasInput) *CreateAliasFuture

	CreateBuild(ctx workflow.Context, input *gamelift.CreateBuildInput) (*gamelift.CreateBuildOutput, error)
	CreateBuildAsync(ctx workflow.Context, input *gamelift.CreateBuildInput) *CreateBuildFuture

	CreateFleet(ctx workflow.Context, input *gamelift.CreateFleetInput) (*gamelift.CreateFleetOutput, error)
	CreateFleetAsync(ctx workflow.Context, input *gamelift.CreateFleetInput) *CreateFleetFuture

	CreateGameServerGroup(ctx workflow.Context, input *gamelift.CreateGameServerGroupInput) (*gamelift.CreateGameServerGroupOutput, error)
	CreateGameServerGroupAsync(ctx workflow.Context, input *gamelift.CreateGameServerGroupInput) *CreateGameServerGroupFuture

	CreateGameSession(ctx workflow.Context, input *gamelift.CreateGameSessionInput) (*gamelift.CreateGameSessionOutput, error)
	CreateGameSessionAsync(ctx workflow.Context, input *gamelift.CreateGameSessionInput) *CreateGameSessionFuture

	CreateGameSessionQueue(ctx workflow.Context, input *gamelift.CreateGameSessionQueueInput) (*gamelift.CreateGameSessionQueueOutput, error)
	CreateGameSessionQueueAsync(ctx workflow.Context, input *gamelift.CreateGameSessionQueueInput) *CreateGameSessionQueueFuture

	CreateMatchmakingConfiguration(ctx workflow.Context, input *gamelift.CreateMatchmakingConfigurationInput) (*gamelift.CreateMatchmakingConfigurationOutput, error)
	CreateMatchmakingConfigurationAsync(ctx workflow.Context, input *gamelift.CreateMatchmakingConfigurationInput) *CreateMatchmakingConfigurationFuture

	CreateMatchmakingRuleSet(ctx workflow.Context, input *gamelift.CreateMatchmakingRuleSetInput) (*gamelift.CreateMatchmakingRuleSetOutput, error)
	CreateMatchmakingRuleSetAsync(ctx workflow.Context, input *gamelift.CreateMatchmakingRuleSetInput) *CreateMatchmakingRuleSetFuture

	CreatePlayerSession(ctx workflow.Context, input *gamelift.CreatePlayerSessionInput) (*gamelift.CreatePlayerSessionOutput, error)
	CreatePlayerSessionAsync(ctx workflow.Context, input *gamelift.CreatePlayerSessionInput) *CreatePlayerSessionFuture

	CreatePlayerSessions(ctx workflow.Context, input *gamelift.CreatePlayerSessionsInput) (*gamelift.CreatePlayerSessionsOutput, error)
	CreatePlayerSessionsAsync(ctx workflow.Context, input *gamelift.CreatePlayerSessionsInput) *CreatePlayerSessionsFuture

	CreateScript(ctx workflow.Context, input *gamelift.CreateScriptInput) (*gamelift.CreateScriptOutput, error)
	CreateScriptAsync(ctx workflow.Context, input *gamelift.CreateScriptInput) *CreateScriptFuture

	CreateVpcPeeringAuthorization(ctx workflow.Context, input *gamelift.CreateVpcPeeringAuthorizationInput) (*gamelift.CreateVpcPeeringAuthorizationOutput, error)
	CreateVpcPeeringAuthorizationAsync(ctx workflow.Context, input *gamelift.CreateVpcPeeringAuthorizationInput) *CreateVpcPeeringAuthorizationFuture

	CreateVpcPeeringConnection(ctx workflow.Context, input *gamelift.CreateVpcPeeringConnectionInput) (*gamelift.CreateVpcPeeringConnectionOutput, error)
	CreateVpcPeeringConnectionAsync(ctx workflow.Context, input *gamelift.CreateVpcPeeringConnectionInput) *CreateVpcPeeringConnectionFuture

	DeleteAlias(ctx workflow.Context, input *gamelift.DeleteAliasInput) (*gamelift.DeleteAliasOutput, error)
	DeleteAliasAsync(ctx workflow.Context, input *gamelift.DeleteAliasInput) *DeleteAliasFuture

	DeleteBuild(ctx workflow.Context, input *gamelift.DeleteBuildInput) (*gamelift.DeleteBuildOutput, error)
	DeleteBuildAsync(ctx workflow.Context, input *gamelift.DeleteBuildInput) *DeleteBuildFuture

	DeleteFleet(ctx workflow.Context, input *gamelift.DeleteFleetInput) (*gamelift.DeleteFleetOutput, error)
	DeleteFleetAsync(ctx workflow.Context, input *gamelift.DeleteFleetInput) *DeleteFleetFuture

	DeleteGameServerGroup(ctx workflow.Context, input *gamelift.DeleteGameServerGroupInput) (*gamelift.DeleteGameServerGroupOutput, error)
	DeleteGameServerGroupAsync(ctx workflow.Context, input *gamelift.DeleteGameServerGroupInput) *DeleteGameServerGroupFuture

	DeleteGameSessionQueue(ctx workflow.Context, input *gamelift.DeleteGameSessionQueueInput) (*gamelift.DeleteGameSessionQueueOutput, error)
	DeleteGameSessionQueueAsync(ctx workflow.Context, input *gamelift.DeleteGameSessionQueueInput) *DeleteGameSessionQueueFuture

	DeleteMatchmakingConfiguration(ctx workflow.Context, input *gamelift.DeleteMatchmakingConfigurationInput) (*gamelift.DeleteMatchmakingConfigurationOutput, error)
	DeleteMatchmakingConfigurationAsync(ctx workflow.Context, input *gamelift.DeleteMatchmakingConfigurationInput) *DeleteMatchmakingConfigurationFuture

	DeleteMatchmakingRuleSet(ctx workflow.Context, input *gamelift.DeleteMatchmakingRuleSetInput) (*gamelift.DeleteMatchmakingRuleSetOutput, error)
	DeleteMatchmakingRuleSetAsync(ctx workflow.Context, input *gamelift.DeleteMatchmakingRuleSetInput) *DeleteMatchmakingRuleSetFuture

	DeleteScalingPolicy(ctx workflow.Context, input *gamelift.DeleteScalingPolicyInput) (*gamelift.DeleteScalingPolicyOutput, error)
	DeleteScalingPolicyAsync(ctx workflow.Context, input *gamelift.DeleteScalingPolicyInput) *DeleteScalingPolicyFuture

	DeleteScript(ctx workflow.Context, input *gamelift.DeleteScriptInput) (*gamelift.DeleteScriptOutput, error)
	DeleteScriptAsync(ctx workflow.Context, input *gamelift.DeleteScriptInput) *DeleteScriptFuture

	DeleteVpcPeeringAuthorization(ctx workflow.Context, input *gamelift.DeleteVpcPeeringAuthorizationInput) (*gamelift.DeleteVpcPeeringAuthorizationOutput, error)
	DeleteVpcPeeringAuthorizationAsync(ctx workflow.Context, input *gamelift.DeleteVpcPeeringAuthorizationInput) *DeleteVpcPeeringAuthorizationFuture

	DeleteVpcPeeringConnection(ctx workflow.Context, input *gamelift.DeleteVpcPeeringConnectionInput) (*gamelift.DeleteVpcPeeringConnectionOutput, error)
	DeleteVpcPeeringConnectionAsync(ctx workflow.Context, input *gamelift.DeleteVpcPeeringConnectionInput) *DeleteVpcPeeringConnectionFuture

	DeregisterGameServer(ctx workflow.Context, input *gamelift.DeregisterGameServerInput) (*gamelift.DeregisterGameServerOutput, error)
	DeregisterGameServerAsync(ctx workflow.Context, input *gamelift.DeregisterGameServerInput) *DeregisterGameServerFuture

	DescribeAlias(ctx workflow.Context, input *gamelift.DescribeAliasInput) (*gamelift.DescribeAliasOutput, error)
	DescribeAliasAsync(ctx workflow.Context, input *gamelift.DescribeAliasInput) *DescribeAliasFuture

	DescribeBuild(ctx workflow.Context, input *gamelift.DescribeBuildInput) (*gamelift.DescribeBuildOutput, error)
	DescribeBuildAsync(ctx workflow.Context, input *gamelift.DescribeBuildInput) *DescribeBuildFuture

	DescribeEC2InstanceLimits(ctx workflow.Context, input *gamelift.DescribeEC2InstanceLimitsInput) (*gamelift.DescribeEC2InstanceLimitsOutput, error)
	DescribeEC2InstanceLimitsAsync(ctx workflow.Context, input *gamelift.DescribeEC2InstanceLimitsInput) *DescribeEC2InstanceLimitsFuture

	DescribeFleetAttributes(ctx workflow.Context, input *gamelift.DescribeFleetAttributesInput) (*gamelift.DescribeFleetAttributesOutput, error)
	DescribeFleetAttributesAsync(ctx workflow.Context, input *gamelift.DescribeFleetAttributesInput) *DescribeFleetAttributesFuture

	DescribeFleetCapacity(ctx workflow.Context, input *gamelift.DescribeFleetCapacityInput) (*gamelift.DescribeFleetCapacityOutput, error)
	DescribeFleetCapacityAsync(ctx workflow.Context, input *gamelift.DescribeFleetCapacityInput) *DescribeFleetCapacityFuture

	DescribeFleetEvents(ctx workflow.Context, input *gamelift.DescribeFleetEventsInput) (*gamelift.DescribeFleetEventsOutput, error)
	DescribeFleetEventsAsync(ctx workflow.Context, input *gamelift.DescribeFleetEventsInput) *DescribeFleetEventsFuture

	DescribeFleetPortSettings(ctx workflow.Context, input *gamelift.DescribeFleetPortSettingsInput) (*gamelift.DescribeFleetPortSettingsOutput, error)
	DescribeFleetPortSettingsAsync(ctx workflow.Context, input *gamelift.DescribeFleetPortSettingsInput) *DescribeFleetPortSettingsFuture

	DescribeFleetUtilization(ctx workflow.Context, input *gamelift.DescribeFleetUtilizationInput) (*gamelift.DescribeFleetUtilizationOutput, error)
	DescribeFleetUtilizationAsync(ctx workflow.Context, input *gamelift.DescribeFleetUtilizationInput) *DescribeFleetUtilizationFuture

	DescribeGameServer(ctx workflow.Context, input *gamelift.DescribeGameServerInput) (*gamelift.DescribeGameServerOutput, error)
	DescribeGameServerAsync(ctx workflow.Context, input *gamelift.DescribeGameServerInput) *DescribeGameServerFuture

	DescribeGameServerGroup(ctx workflow.Context, input *gamelift.DescribeGameServerGroupInput) (*gamelift.DescribeGameServerGroupOutput, error)
	DescribeGameServerGroupAsync(ctx workflow.Context, input *gamelift.DescribeGameServerGroupInput) *DescribeGameServerGroupFuture

	DescribeGameServerInstances(ctx workflow.Context, input *gamelift.DescribeGameServerInstancesInput) (*gamelift.DescribeGameServerInstancesOutput, error)
	DescribeGameServerInstancesAsync(ctx workflow.Context, input *gamelift.DescribeGameServerInstancesInput) *DescribeGameServerInstancesFuture

	DescribeGameSessionDetails(ctx workflow.Context, input *gamelift.DescribeGameSessionDetailsInput) (*gamelift.DescribeGameSessionDetailsOutput, error)
	DescribeGameSessionDetailsAsync(ctx workflow.Context, input *gamelift.DescribeGameSessionDetailsInput) *DescribeGameSessionDetailsFuture

	DescribeGameSessionPlacement(ctx workflow.Context, input *gamelift.DescribeGameSessionPlacementInput) (*gamelift.DescribeGameSessionPlacementOutput, error)
	DescribeGameSessionPlacementAsync(ctx workflow.Context, input *gamelift.DescribeGameSessionPlacementInput) *DescribeGameSessionPlacementFuture

	DescribeGameSessionQueues(ctx workflow.Context, input *gamelift.DescribeGameSessionQueuesInput) (*gamelift.DescribeGameSessionQueuesOutput, error)
	DescribeGameSessionQueuesAsync(ctx workflow.Context, input *gamelift.DescribeGameSessionQueuesInput) *DescribeGameSessionQueuesFuture

	DescribeGameSessions(ctx workflow.Context, input *gamelift.DescribeGameSessionsInput) (*gamelift.DescribeGameSessionsOutput, error)
	DescribeGameSessionsAsync(ctx workflow.Context, input *gamelift.DescribeGameSessionsInput) *DescribeGameSessionsFuture

	DescribeInstances(ctx workflow.Context, input *gamelift.DescribeInstancesInput) (*gamelift.DescribeInstancesOutput, error)
	DescribeInstancesAsync(ctx workflow.Context, input *gamelift.DescribeInstancesInput) *DescribeInstancesFuture

	DescribeMatchmaking(ctx workflow.Context, input *gamelift.DescribeMatchmakingInput) (*gamelift.DescribeMatchmakingOutput, error)
	DescribeMatchmakingAsync(ctx workflow.Context, input *gamelift.DescribeMatchmakingInput) *DescribeMatchmakingFuture

	DescribeMatchmakingConfigurations(ctx workflow.Context, input *gamelift.DescribeMatchmakingConfigurationsInput) (*gamelift.DescribeMatchmakingConfigurationsOutput, error)
	DescribeMatchmakingConfigurationsAsync(ctx workflow.Context, input *gamelift.DescribeMatchmakingConfigurationsInput) *DescribeMatchmakingConfigurationsFuture

	DescribeMatchmakingRuleSets(ctx workflow.Context, input *gamelift.DescribeMatchmakingRuleSetsInput) (*gamelift.DescribeMatchmakingRuleSetsOutput, error)
	DescribeMatchmakingRuleSetsAsync(ctx workflow.Context, input *gamelift.DescribeMatchmakingRuleSetsInput) *DescribeMatchmakingRuleSetsFuture

	DescribePlayerSessions(ctx workflow.Context, input *gamelift.DescribePlayerSessionsInput) (*gamelift.DescribePlayerSessionsOutput, error)
	DescribePlayerSessionsAsync(ctx workflow.Context, input *gamelift.DescribePlayerSessionsInput) *DescribePlayerSessionsFuture

	DescribeRuntimeConfiguration(ctx workflow.Context, input *gamelift.DescribeRuntimeConfigurationInput) (*gamelift.DescribeRuntimeConfigurationOutput, error)
	DescribeRuntimeConfigurationAsync(ctx workflow.Context, input *gamelift.DescribeRuntimeConfigurationInput) *DescribeRuntimeConfigurationFuture

	DescribeScalingPolicies(ctx workflow.Context, input *gamelift.DescribeScalingPoliciesInput) (*gamelift.DescribeScalingPoliciesOutput, error)
	DescribeScalingPoliciesAsync(ctx workflow.Context, input *gamelift.DescribeScalingPoliciesInput) *DescribeScalingPoliciesFuture

	DescribeScript(ctx workflow.Context, input *gamelift.DescribeScriptInput) (*gamelift.DescribeScriptOutput, error)
	DescribeScriptAsync(ctx workflow.Context, input *gamelift.DescribeScriptInput) *DescribeScriptFuture

	DescribeVpcPeeringAuthorizations(ctx workflow.Context, input *gamelift.DescribeVpcPeeringAuthorizationsInput) (*gamelift.DescribeVpcPeeringAuthorizationsOutput, error)
	DescribeVpcPeeringAuthorizationsAsync(ctx workflow.Context, input *gamelift.DescribeVpcPeeringAuthorizationsInput) *DescribeVpcPeeringAuthorizationsFuture

	DescribeVpcPeeringConnections(ctx workflow.Context, input *gamelift.DescribeVpcPeeringConnectionsInput) (*gamelift.DescribeVpcPeeringConnectionsOutput, error)
	DescribeVpcPeeringConnectionsAsync(ctx workflow.Context, input *gamelift.DescribeVpcPeeringConnectionsInput) *DescribeVpcPeeringConnectionsFuture

	GetGameSessionLogUrl(ctx workflow.Context, input *gamelift.GetGameSessionLogUrlInput) (*gamelift.GetGameSessionLogUrlOutput, error)
	GetGameSessionLogUrlAsync(ctx workflow.Context, input *gamelift.GetGameSessionLogUrlInput) *GetGameSessionLogUrlFuture

	GetInstanceAccess(ctx workflow.Context, input *gamelift.GetInstanceAccessInput) (*gamelift.GetInstanceAccessOutput, error)
	GetInstanceAccessAsync(ctx workflow.Context, input *gamelift.GetInstanceAccessInput) *GetInstanceAccessFuture

	ListAliases(ctx workflow.Context, input *gamelift.ListAliasesInput) (*gamelift.ListAliasesOutput, error)
	ListAliasesAsync(ctx workflow.Context, input *gamelift.ListAliasesInput) *ListAliasesFuture

	ListBuilds(ctx workflow.Context, input *gamelift.ListBuildsInput) (*gamelift.ListBuildsOutput, error)
	ListBuildsAsync(ctx workflow.Context, input *gamelift.ListBuildsInput) *ListBuildsFuture

	ListFleets(ctx workflow.Context, input *gamelift.ListFleetsInput) (*gamelift.ListFleetsOutput, error)
	ListFleetsAsync(ctx workflow.Context, input *gamelift.ListFleetsInput) *ListFleetsFuture

	ListGameServerGroups(ctx workflow.Context, input *gamelift.ListGameServerGroupsInput) (*gamelift.ListGameServerGroupsOutput, error)
	ListGameServerGroupsAsync(ctx workflow.Context, input *gamelift.ListGameServerGroupsInput) *ListGameServerGroupsFuture

	ListGameServers(ctx workflow.Context, input *gamelift.ListGameServersInput) (*gamelift.ListGameServersOutput, error)
	ListGameServersAsync(ctx workflow.Context, input *gamelift.ListGameServersInput) *ListGameServersFuture

	ListScripts(ctx workflow.Context, input *gamelift.ListScriptsInput) (*gamelift.ListScriptsOutput, error)
	ListScriptsAsync(ctx workflow.Context, input *gamelift.ListScriptsInput) *ListScriptsFuture

	ListTagsForResource(ctx workflow.Context, input *gamelift.ListTagsForResourceInput) (*gamelift.ListTagsForResourceOutput, error)
	ListTagsForResourceAsync(ctx workflow.Context, input *gamelift.ListTagsForResourceInput) *ListTagsForResourceFuture

	PutScalingPolicy(ctx workflow.Context, input *gamelift.PutScalingPolicyInput) (*gamelift.PutScalingPolicyOutput, error)
	PutScalingPolicyAsync(ctx workflow.Context, input *gamelift.PutScalingPolicyInput) *PutScalingPolicyFuture

	RegisterGameServer(ctx workflow.Context, input *gamelift.RegisterGameServerInput) (*gamelift.RegisterGameServerOutput, error)
	RegisterGameServerAsync(ctx workflow.Context, input *gamelift.RegisterGameServerInput) *RegisterGameServerFuture

	RequestUploadCredentials(ctx workflow.Context, input *gamelift.RequestUploadCredentialsInput) (*gamelift.RequestUploadCredentialsOutput, error)
	RequestUploadCredentialsAsync(ctx workflow.Context, input *gamelift.RequestUploadCredentialsInput) *RequestUploadCredentialsFuture

	ResolveAlias(ctx workflow.Context, input *gamelift.ResolveAliasInput) (*gamelift.ResolveAliasOutput, error)
	ResolveAliasAsync(ctx workflow.Context, input *gamelift.ResolveAliasInput) *ResolveAliasFuture

	ResumeGameServerGroup(ctx workflow.Context, input *gamelift.ResumeGameServerGroupInput) (*gamelift.ResumeGameServerGroupOutput, error)
	ResumeGameServerGroupAsync(ctx workflow.Context, input *gamelift.ResumeGameServerGroupInput) *ResumeGameServerGroupFuture

	SearchGameSessions(ctx workflow.Context, input *gamelift.SearchGameSessionsInput) (*gamelift.SearchGameSessionsOutput, error)
	SearchGameSessionsAsync(ctx workflow.Context, input *gamelift.SearchGameSessionsInput) *SearchGameSessionsFuture

	StartFleetActions(ctx workflow.Context, input *gamelift.StartFleetActionsInput) (*gamelift.StartFleetActionsOutput, error)
	StartFleetActionsAsync(ctx workflow.Context, input *gamelift.StartFleetActionsInput) *StartFleetActionsFuture

	StartGameSessionPlacement(ctx workflow.Context, input *gamelift.StartGameSessionPlacementInput) (*gamelift.StartGameSessionPlacementOutput, error)
	StartGameSessionPlacementAsync(ctx workflow.Context, input *gamelift.StartGameSessionPlacementInput) *StartGameSessionPlacementFuture

	StartMatchBackfill(ctx workflow.Context, input *gamelift.StartMatchBackfillInput) (*gamelift.StartMatchBackfillOutput, error)
	StartMatchBackfillAsync(ctx workflow.Context, input *gamelift.StartMatchBackfillInput) *StartMatchBackfillFuture

	StartMatchmaking(ctx workflow.Context, input *gamelift.StartMatchmakingInput) (*gamelift.StartMatchmakingOutput, error)
	StartMatchmakingAsync(ctx workflow.Context, input *gamelift.StartMatchmakingInput) *StartMatchmakingFuture

	StopFleetActions(ctx workflow.Context, input *gamelift.StopFleetActionsInput) (*gamelift.StopFleetActionsOutput, error)
	StopFleetActionsAsync(ctx workflow.Context, input *gamelift.StopFleetActionsInput) *StopFleetActionsFuture

	StopGameSessionPlacement(ctx workflow.Context, input *gamelift.StopGameSessionPlacementInput) (*gamelift.StopGameSessionPlacementOutput, error)
	StopGameSessionPlacementAsync(ctx workflow.Context, input *gamelift.StopGameSessionPlacementInput) *StopGameSessionPlacementFuture

	StopMatchmaking(ctx workflow.Context, input *gamelift.StopMatchmakingInput) (*gamelift.StopMatchmakingOutput, error)
	StopMatchmakingAsync(ctx workflow.Context, input *gamelift.StopMatchmakingInput) *StopMatchmakingFuture

	SuspendGameServerGroup(ctx workflow.Context, input *gamelift.SuspendGameServerGroupInput) (*gamelift.SuspendGameServerGroupOutput, error)
	SuspendGameServerGroupAsync(ctx workflow.Context, input *gamelift.SuspendGameServerGroupInput) *SuspendGameServerGroupFuture

	TagResource(ctx workflow.Context, input *gamelift.TagResourceInput) (*gamelift.TagResourceOutput, error)
	TagResourceAsync(ctx workflow.Context, input *gamelift.TagResourceInput) *TagResourceFuture

	UntagResource(ctx workflow.Context, input *gamelift.UntagResourceInput) (*gamelift.UntagResourceOutput, error)
	UntagResourceAsync(ctx workflow.Context, input *gamelift.UntagResourceInput) *UntagResourceFuture

	UpdateAlias(ctx workflow.Context, input *gamelift.UpdateAliasInput) (*gamelift.UpdateAliasOutput, error)
	UpdateAliasAsync(ctx workflow.Context, input *gamelift.UpdateAliasInput) *UpdateAliasFuture

	UpdateBuild(ctx workflow.Context, input *gamelift.UpdateBuildInput) (*gamelift.UpdateBuildOutput, error)
	UpdateBuildAsync(ctx workflow.Context, input *gamelift.UpdateBuildInput) *UpdateBuildFuture

	UpdateFleetAttributes(ctx workflow.Context, input *gamelift.UpdateFleetAttributesInput) (*gamelift.UpdateFleetAttributesOutput, error)
	UpdateFleetAttributesAsync(ctx workflow.Context, input *gamelift.UpdateFleetAttributesInput) *UpdateFleetAttributesFuture

	UpdateFleetCapacity(ctx workflow.Context, input *gamelift.UpdateFleetCapacityInput) (*gamelift.UpdateFleetCapacityOutput, error)
	UpdateFleetCapacityAsync(ctx workflow.Context, input *gamelift.UpdateFleetCapacityInput) *UpdateFleetCapacityFuture

	UpdateFleetPortSettings(ctx workflow.Context, input *gamelift.UpdateFleetPortSettingsInput) (*gamelift.UpdateFleetPortSettingsOutput, error)
	UpdateFleetPortSettingsAsync(ctx workflow.Context, input *gamelift.UpdateFleetPortSettingsInput) *UpdateFleetPortSettingsFuture

	UpdateGameServer(ctx workflow.Context, input *gamelift.UpdateGameServerInput) (*gamelift.UpdateGameServerOutput, error)
	UpdateGameServerAsync(ctx workflow.Context, input *gamelift.UpdateGameServerInput) *UpdateGameServerFuture

	UpdateGameServerGroup(ctx workflow.Context, input *gamelift.UpdateGameServerGroupInput) (*gamelift.UpdateGameServerGroupOutput, error)
	UpdateGameServerGroupAsync(ctx workflow.Context, input *gamelift.UpdateGameServerGroupInput) *UpdateGameServerGroupFuture

	UpdateGameSession(ctx workflow.Context, input *gamelift.UpdateGameSessionInput) (*gamelift.UpdateGameSessionOutput, error)
	UpdateGameSessionAsync(ctx workflow.Context, input *gamelift.UpdateGameSessionInput) *UpdateGameSessionFuture

	UpdateGameSessionQueue(ctx workflow.Context, input *gamelift.UpdateGameSessionQueueInput) (*gamelift.UpdateGameSessionQueueOutput, error)
	UpdateGameSessionQueueAsync(ctx workflow.Context, input *gamelift.UpdateGameSessionQueueInput) *UpdateGameSessionQueueFuture

	UpdateMatchmakingConfiguration(ctx workflow.Context, input *gamelift.UpdateMatchmakingConfigurationInput) (*gamelift.UpdateMatchmakingConfigurationOutput, error)
	UpdateMatchmakingConfigurationAsync(ctx workflow.Context, input *gamelift.UpdateMatchmakingConfigurationInput) *UpdateMatchmakingConfigurationFuture

	UpdateRuntimeConfiguration(ctx workflow.Context, input *gamelift.UpdateRuntimeConfigurationInput) (*gamelift.UpdateRuntimeConfigurationOutput, error)
	UpdateRuntimeConfigurationAsync(ctx workflow.Context, input *gamelift.UpdateRuntimeConfigurationInput) *UpdateRuntimeConfigurationFuture

	UpdateScript(ctx workflow.Context, input *gamelift.UpdateScriptInput) (*gamelift.UpdateScriptOutput, error)
	UpdateScriptAsync(ctx workflow.Context, input *gamelift.UpdateScriptInput) *UpdateScriptFuture

	ValidateMatchmakingRuleSet(ctx workflow.Context, input *gamelift.ValidateMatchmakingRuleSetInput) (*gamelift.ValidateMatchmakingRuleSetOutput, error)
	ValidateMatchmakingRuleSetAsync(ctx workflow.Context, input *gamelift.ValidateMatchmakingRuleSetInput) *ValidateMatchmakingRuleSetFuture
}

func NewClient

func NewClient() Client

type CreateAliasFuture

type CreateAliasFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateAliasFuture) Get

type CreateBuildFuture

type CreateBuildFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateBuildFuture) Get

type CreateFleetFuture

type CreateFleetFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateFleetFuture) Get

type CreateGameServerGroupFuture

type CreateGameServerGroupFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateGameServerGroupFuture) Get

type CreateGameSessionFuture

type CreateGameSessionFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateGameSessionFuture) Get

type CreateGameSessionQueueFuture

type CreateGameSessionQueueFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateGameSessionQueueFuture) Get

type CreateMatchmakingConfigurationFuture

type CreateMatchmakingConfigurationFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateMatchmakingConfigurationFuture) Get

type CreateMatchmakingRuleSetFuture

type CreateMatchmakingRuleSetFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateMatchmakingRuleSetFuture) Get

type CreatePlayerSessionFuture

type CreatePlayerSessionFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreatePlayerSessionFuture) Get

type CreatePlayerSessionsFuture

type CreatePlayerSessionsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreatePlayerSessionsFuture) Get

type CreateScriptFuture

type CreateScriptFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateScriptFuture) Get

type CreateVpcPeeringAuthorizationFuture

type CreateVpcPeeringAuthorizationFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateVpcPeeringAuthorizationFuture) Get

type CreateVpcPeeringConnectionFuture

type CreateVpcPeeringConnectionFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*CreateVpcPeeringConnectionFuture) Get

type DeleteAliasFuture

type DeleteAliasFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteAliasFuture) Get

type DeleteBuildFuture

type DeleteBuildFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteBuildFuture) Get

type DeleteFleetFuture

type DeleteFleetFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteFleetFuture) Get

type DeleteGameServerGroupFuture

type DeleteGameServerGroupFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteGameServerGroupFuture) Get

type DeleteGameSessionQueueFuture

type DeleteGameSessionQueueFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteGameSessionQueueFuture) Get

type DeleteMatchmakingConfigurationFuture

type DeleteMatchmakingConfigurationFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteMatchmakingConfigurationFuture) Get

type DeleteMatchmakingRuleSetFuture

type DeleteMatchmakingRuleSetFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteMatchmakingRuleSetFuture) Get

type DeleteScalingPolicyFuture

type DeleteScalingPolicyFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteScalingPolicyFuture) Get

type DeleteScriptFuture

type DeleteScriptFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteScriptFuture) Get

type DeleteVpcPeeringAuthorizationFuture

type DeleteVpcPeeringAuthorizationFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteVpcPeeringAuthorizationFuture) Get

type DeleteVpcPeeringConnectionFuture

type DeleteVpcPeeringConnectionFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeleteVpcPeeringConnectionFuture) Get

type DeregisterGameServerFuture

type DeregisterGameServerFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DeregisterGameServerFuture) Get

type DescribeAliasFuture

type DescribeAliasFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeAliasFuture) Get

type DescribeBuildFuture

type DescribeBuildFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeBuildFuture) Get

type DescribeEC2InstanceLimitsFuture

type DescribeEC2InstanceLimitsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeEC2InstanceLimitsFuture) Get

type DescribeFleetAttributesFuture

type DescribeFleetAttributesFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeFleetAttributesFuture) Get

type DescribeFleetCapacityFuture

type DescribeFleetCapacityFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeFleetCapacityFuture) Get

type DescribeFleetEventsFuture

type DescribeFleetEventsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeFleetEventsFuture) Get

type DescribeFleetPortSettingsFuture

type DescribeFleetPortSettingsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeFleetPortSettingsFuture) Get

type DescribeFleetUtilizationFuture

type DescribeFleetUtilizationFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeFleetUtilizationFuture) Get

type DescribeGameServerFuture

type DescribeGameServerFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeGameServerFuture) Get

type DescribeGameServerGroupFuture

type DescribeGameServerGroupFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeGameServerGroupFuture) Get

type DescribeGameServerInstancesFuture

type DescribeGameServerInstancesFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeGameServerInstancesFuture) Get

type DescribeGameSessionDetailsFuture

type DescribeGameSessionDetailsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeGameSessionDetailsFuture) Get

type DescribeGameSessionPlacementFuture

type DescribeGameSessionPlacementFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeGameSessionPlacementFuture) Get

type DescribeGameSessionQueuesFuture

type DescribeGameSessionQueuesFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeGameSessionQueuesFuture) Get

type DescribeGameSessionsFuture

type DescribeGameSessionsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeGameSessionsFuture) Get

type DescribeInstancesFuture

type DescribeInstancesFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeInstancesFuture) Get

type DescribeMatchmakingConfigurationsFuture

type DescribeMatchmakingConfigurationsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeMatchmakingConfigurationsFuture) Get

type DescribeMatchmakingFuture

type DescribeMatchmakingFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeMatchmakingFuture) Get

type DescribeMatchmakingRuleSetsFuture

type DescribeMatchmakingRuleSetsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeMatchmakingRuleSetsFuture) Get

type DescribePlayerSessionsFuture

type DescribePlayerSessionsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribePlayerSessionsFuture) Get

type DescribeRuntimeConfigurationFuture

type DescribeRuntimeConfigurationFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeRuntimeConfigurationFuture) Get

type DescribeScalingPoliciesFuture

type DescribeScalingPoliciesFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeScalingPoliciesFuture) Get

type DescribeScriptFuture

type DescribeScriptFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeScriptFuture) Get

type DescribeVpcPeeringAuthorizationsFuture

type DescribeVpcPeeringAuthorizationsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeVpcPeeringAuthorizationsFuture) Get

type DescribeVpcPeeringConnectionsFuture

type DescribeVpcPeeringConnectionsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*DescribeVpcPeeringConnectionsFuture) Get

type GetGameSessionLogUrlFuture

type GetGameSessionLogUrlFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*GetGameSessionLogUrlFuture) Get

type GetInstanceAccessFuture

type GetInstanceAccessFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*GetInstanceAccessFuture) Get

type ListAliasesFuture

type ListAliasesFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ListAliasesFuture) Get

type ListBuildsFuture

type ListBuildsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ListBuildsFuture) Get

type ListFleetsFuture

type ListFleetsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ListFleetsFuture) Get

type ListGameServerGroupsFuture

type ListGameServerGroupsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ListGameServerGroupsFuture) Get

type ListGameServersFuture

type ListGameServersFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ListGameServersFuture) Get

type ListScriptsFuture

type ListScriptsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ListScriptsFuture) Get

type ListTagsForResourceFuture

type ListTagsForResourceFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ListTagsForResourceFuture) Get

type PutScalingPolicyFuture

type PutScalingPolicyFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*PutScalingPolicyFuture) Get

type RegisterGameServerFuture

type RegisterGameServerFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*RegisterGameServerFuture) Get

type RequestUploadCredentialsFuture

type RequestUploadCredentialsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*RequestUploadCredentialsFuture) Get

type ResolveAliasFuture

type ResolveAliasFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ResolveAliasFuture) Get

type ResumeGameServerGroupFuture

type ResumeGameServerGroupFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ResumeGameServerGroupFuture) Get

type SearchGameSessionsFuture

type SearchGameSessionsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*SearchGameSessionsFuture) Get

type StartFleetActionsFuture

type StartFleetActionsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*StartFleetActionsFuture) Get

type StartGameSessionPlacementFuture

type StartGameSessionPlacementFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*StartGameSessionPlacementFuture) Get

type StartMatchBackfillFuture

type StartMatchBackfillFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*StartMatchBackfillFuture) Get

type StartMatchmakingFuture

type StartMatchmakingFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*StartMatchmakingFuture) Get

type StopFleetActionsFuture

type StopFleetActionsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*StopFleetActionsFuture) Get

type StopGameSessionPlacementFuture

type StopGameSessionPlacementFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*StopGameSessionPlacementFuture) Get

type StopMatchmakingFuture

type StopMatchmakingFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*StopMatchmakingFuture) Get

type SuspendGameServerGroupFuture

type SuspendGameServerGroupFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*SuspendGameServerGroupFuture) Get

type TagResourceFuture

type TagResourceFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*TagResourceFuture) Get

type UntagResourceFuture

type UntagResourceFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UntagResourceFuture) Get

type UpdateAliasFuture

type UpdateAliasFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateAliasFuture) Get

type UpdateBuildFuture

type UpdateBuildFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateBuildFuture) Get

type UpdateFleetAttributesFuture

type UpdateFleetAttributesFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateFleetAttributesFuture) Get

type UpdateFleetCapacityFuture

type UpdateFleetCapacityFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateFleetCapacityFuture) Get

type UpdateFleetPortSettingsFuture

type UpdateFleetPortSettingsFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateFleetPortSettingsFuture) Get

type UpdateGameServerFuture

type UpdateGameServerFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateGameServerFuture) Get

type UpdateGameServerGroupFuture

type UpdateGameServerGroupFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateGameServerGroupFuture) Get

type UpdateGameSessionFuture

type UpdateGameSessionFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateGameSessionFuture) Get

type UpdateGameSessionQueueFuture

type UpdateGameSessionQueueFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateGameSessionQueueFuture) Get

type UpdateMatchmakingConfigurationFuture

type UpdateMatchmakingConfigurationFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateMatchmakingConfigurationFuture) Get

type UpdateRuntimeConfigurationFuture

type UpdateRuntimeConfigurationFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateRuntimeConfigurationFuture) Get

type UpdateScriptFuture

type UpdateScriptFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*UpdateScriptFuture) Get

type ValidateMatchmakingRuleSetFuture

type ValidateMatchmakingRuleSetFuture struct {
	// public to support Selector.addFuture
	Future workflow.Future
}

func (*ValidateMatchmakingRuleSetFuture) Get

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