Documentation ¶
Overview ¶
Package gamelift provides a client for Amazon GameLift.
Index ¶
- Constants
- type Alias
- type AwsCredentials
- type Build
- type CreateAliasInput
- type CreateAliasOutput
- type CreateBuildInput
- type CreateBuildOutput
- type CreateFleetInput
- type CreateFleetOutput
- type CreateGameSessionInput
- type CreateGameSessionOutput
- type CreatePlayerSessionInput
- type CreatePlayerSessionOutput
- type CreatePlayerSessionsInput
- type CreatePlayerSessionsOutput
- type DeleteAliasInput
- type DeleteAliasOutput
- type DeleteBuildInput
- type DeleteBuildOutput
- type DeleteFleetInput
- type DeleteFleetOutput
- type DeleteScalingPolicyInput
- type DeleteScalingPolicyOutput
- type DescribeAliasInput
- type DescribeAliasOutput
- type DescribeBuildInput
- type DescribeBuildOutput
- type DescribeEC2InstanceLimitsInput
- type DescribeEC2InstanceLimitsOutput
- type DescribeFleetAttributesInput
- type DescribeFleetAttributesOutput
- type DescribeFleetCapacityInput
- type DescribeFleetCapacityOutput
- type DescribeFleetEventsInput
- type DescribeFleetEventsOutput
- type DescribeFleetPortSettingsInput
- type DescribeFleetPortSettingsOutput
- type DescribeFleetUtilizationInput
- type DescribeFleetUtilizationOutput
- type DescribeGameSessionDetailsInput
- type DescribeGameSessionDetailsOutput
- type DescribeGameSessionsInput
- type DescribeGameSessionsOutput
- type DescribePlayerSessionsInput
- type DescribePlayerSessionsOutput
- type DescribeScalingPoliciesInput
- type DescribeScalingPoliciesOutput
- type EC2InstanceCounts
- type EC2InstanceLimit
- type Event
- type FleetAttributes
- type FleetCapacity
- type FleetUtilization
- type GameLift
- func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)
- func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)
- func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)
- func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)
- func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
- func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)
- func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
- func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)
- func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
- func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)
- func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)
- func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)
- func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)
- func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)
- func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)
- func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)
- func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
- func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)
- func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)
- func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)
- func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)
- func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)
- func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)
- func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)
- func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
- func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)
- func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
- func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)
- func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
- func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)
- func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
- func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)
- func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)
- func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)
- func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
- func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)
- func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
- func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)
- func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
- func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)
- func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
- func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)
- func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
- func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)
- func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
- func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)
- func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
- func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)
- func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
- func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)
- func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)
- func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)
- func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)
- func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)
- func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)
- func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)
- func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)
- func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)
- func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)
- func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)
- func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)
- func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)
- func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)
- func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)
- func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)
- func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)
- func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)
- func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)
- func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)
- func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)
- type GameProperty
- type GameSession
- type GameSessionDetail
- type GetGameSessionLogUrlInput
- type GetGameSessionLogUrlOutput
- type IpPermission
- type ListAliasesInput
- type ListAliasesOutput
- type ListBuildsInput
- type ListBuildsOutput
- type ListFleetsInput
- type ListFleetsOutput
- type PlayerSession
- type PutScalingPolicyInput
- type PutScalingPolicyOutput
- type RequestUploadCredentialsInput
- type RequestUploadCredentialsOutput
- type ResolveAliasInput
- type ResolveAliasOutput
- type RoutingStrategy
- type S3Location
- type ScalingPolicy
- type UpdateAliasInput
- type UpdateAliasOutput
- type UpdateBuildInput
- type UpdateBuildOutput
- type UpdateFleetAttributesInput
- type UpdateFleetAttributesOutput
- type UpdateFleetCapacityInput
- type UpdateFleetCapacityOutput
- type UpdateFleetPortSettingsInput
- type UpdateFleetPortSettingsOutput
- type UpdateGameSessionInput
- type UpdateGameSessionOutput
Examples ¶
- GameLift.CreateAlias
- GameLift.CreateBuild
- GameLift.CreateFleet
- GameLift.CreateGameSession
- GameLift.CreatePlayerSession
- GameLift.CreatePlayerSessions
- GameLift.DeleteAlias
- GameLift.DeleteBuild
- GameLift.DeleteFleet
- GameLift.DeleteScalingPolicy
- GameLift.DescribeAlias
- GameLift.DescribeBuild
- GameLift.DescribeEC2InstanceLimits
- GameLift.DescribeFleetAttributes
- GameLift.DescribeFleetCapacity
- GameLift.DescribeFleetEvents
- GameLift.DescribeFleetPortSettings
- GameLift.DescribeFleetUtilization
- GameLift.DescribeGameSessionDetails
- GameLift.DescribeGameSessions
- GameLift.DescribePlayerSessions
- GameLift.DescribeScalingPolicies
- GameLift.GetGameSessionLogUrl
- GameLift.ListAliases
- GameLift.ListBuilds
- GameLift.ListFleets
- GameLift.PutScalingPolicy
- GameLift.RequestUploadCredentials
- GameLift.ResolveAlias
- GameLift.UpdateAlias
- GameLift.UpdateBuild
- GameLift.UpdateFleetAttributes
- GameLift.UpdateFleetCapacity
- GameLift.UpdateFleetPortSettings
- GameLift.UpdateGameSession
Constants ¶
const ( // @enum BuildStatus BuildStatusInitialized = "INITIALIZED" // @enum BuildStatus BuildStatusReady = "READY" // @enum BuildStatus BuildStatusFailed = "FAILED" )
const ( // @enum ComparisonOperatorType ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold" // @enum ComparisonOperatorType ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold" // @enum ComparisonOperatorType ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold" // @enum ComparisonOperatorType ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold" )
const ( // @enum EC2InstanceType EC2InstanceTypeT2Micro = "t2.micro" // @enum EC2InstanceType EC2InstanceTypeT2Small = "t2.small" // @enum EC2InstanceType EC2InstanceTypeT2Medium = "t2.medium" // @enum EC2InstanceType EC2InstanceTypeT2Large = "t2.large" // @enum EC2InstanceType EC2InstanceTypeC3Large = "c3.large" // @enum EC2InstanceType EC2InstanceTypeC3Xlarge = "c3.xlarge" // @enum EC2InstanceType EC2InstanceTypeC32xlarge = "c3.2xlarge" // @enum EC2InstanceType EC2InstanceTypeC34xlarge = "c3.4xlarge" // @enum EC2InstanceType EC2InstanceTypeC38xlarge = "c3.8xlarge" // @enum EC2InstanceType EC2InstanceTypeC4Large = "c4.large" // @enum EC2InstanceType EC2InstanceTypeC4Xlarge = "c4.xlarge" // @enum EC2InstanceType EC2InstanceTypeC42xlarge = "c4.2xlarge" // @enum EC2InstanceType EC2InstanceTypeC44xlarge = "c4.4xlarge" // @enum EC2InstanceType EC2InstanceTypeC48xlarge = "c4.8xlarge" // @enum EC2InstanceType EC2InstanceTypeR3Large = "r3.large" // @enum EC2InstanceType EC2InstanceTypeR3Xlarge = "r3.xlarge" // @enum EC2InstanceType EC2InstanceTypeR32xlarge = "r3.2xlarge" // @enum EC2InstanceType EC2InstanceTypeR34xlarge = "r3.4xlarge" // @enum EC2InstanceType EC2InstanceTypeR38xlarge = "r3.8xlarge" // @enum EC2InstanceType EC2InstanceTypeM3Medium = "m3.medium" // @enum EC2InstanceType EC2InstanceTypeM3Large = "m3.large" // @enum EC2InstanceType EC2InstanceTypeM3Xlarge = "m3.xlarge" // @enum EC2InstanceType EC2InstanceTypeM32xlarge = "m3.2xlarge" // @enum EC2InstanceType EC2InstanceTypeM4Large = "m4.large" // @enum EC2InstanceType EC2InstanceTypeM4Xlarge = "m4.xlarge" // @enum EC2InstanceType EC2InstanceTypeM42xlarge = "m4.2xlarge" // @enum EC2InstanceType EC2InstanceTypeM44xlarge = "m4.4xlarge" // @enum EC2InstanceType EC2InstanceTypeM410xlarge = "m4.10xlarge" )
const ( // @enum EventCode EventCodeGenericEvent = "GENERIC_EVENT" // @enum EventCode EventCodeFleetCreated = "FLEET_CREATED" // @enum EventCode EventCodeFleetDeleted = "FLEET_DELETED" // @enum EventCode EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT" // @enum EventCode EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING" // @enum EventCode EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING" // @enum EventCode EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING" // @enum EventCode EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING" // @enum EventCode EventCodeFleetStateActive = "FLEET_STATE_ACTIVE" // @enum EventCode EventCodeFleetStateError = "FLEET_STATE_ERROR" // @enum EventCode EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED" // @enum EventCode EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED" // @enum EventCode EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" // @enum EventCode EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" // @enum EventCode EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT" // @enum EventCode EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED" // @enum EventCode EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES" // @enum EventCode EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" )
const ( // @enum FleetStatus FleetStatusNew = "NEW" // @enum FleetStatus FleetStatusDownloading = "DOWNLOADING" // @enum FleetStatus FleetStatusValidating = "VALIDATING" // @enum FleetStatus FleetStatusBuilding = "BUILDING" // @enum FleetStatus FleetStatusActivating = "ACTIVATING" // @enum FleetStatus FleetStatusActive = "ACTIVE" // @enum FleetStatus FleetStatusDeleting = "DELETING" // @enum FleetStatus FleetStatusError = "ERROR" // @enum FleetStatus FleetStatusTerminated = "TERMINATED" )
const ( // @enum GameSessionStatus GameSessionStatusActive = "ACTIVE" // @enum GameSessionStatus GameSessionStatusActivating = "ACTIVATING" // @enum GameSessionStatus GameSessionStatusTerminated = "TERMINATED" // @enum GameSessionStatus GameSessionStatusTerminating = "TERMINATING" )
const ( // @enum IpProtocol IpProtocolTcp = "TCP" // @enum IpProtocol IpProtocolUdp = "UDP" )
const ( // @enum MetricName MetricNameActivatingGameSessions = "ActivatingGameSessions" // @enum MetricName MetricNameActiveGameSessions = "ActiveGameSessions" // @enum MetricName MetricNameActiveInstances = "ActiveInstances" // @enum MetricName MetricNameAvailablePlayerSessions = "AvailablePlayerSessions" // @enum MetricName MetricNameCurrentPlayerSessions = "CurrentPlayerSessions" // @enum MetricName MetricNameIdleInstances = "IdleInstances" )
const ( // @enum PlayerSessionCreationPolicy PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL" // @enum PlayerSessionCreationPolicy PlayerSessionCreationPolicyDenyAll = "DENY_ALL" )
const ( // @enum PlayerSessionStatus PlayerSessionStatusReserved = "RESERVED" // @enum PlayerSessionStatus PlayerSessionStatusActive = "ACTIVE" // @enum PlayerSessionStatus PlayerSessionStatusCompleted = "COMPLETED" // @enum PlayerSessionStatus PlayerSessionStatusTimedout = "TIMEDOUT" )
const ( // @enum ProtectionPolicy ProtectionPolicyNoProtection = "NoProtection" // @enum ProtectionPolicy ProtectionPolicyFullProtection = "FullProtection" )
const ( // @enum RoutingStrategyType RoutingStrategyTypeSimple = "SIMPLE" // @enum RoutingStrategyType RoutingStrategyTypeTerminal = "TERMINAL" )
const ( // @enum ScalingAdjustmentType ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity" // @enum ScalingAdjustmentType ScalingAdjustmentTypeExactCapacity = "ExactCapacity" // @enum ScalingAdjustmentType ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity" )
const ( // @enum ScalingStatusType ScalingStatusTypeActive = "ACTIVE" // @enum ScalingStatusType ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED" // @enum ScalingStatusType ScalingStatusTypeUpdating = "UPDATING" // @enum ScalingStatusType ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED" // @enum ScalingStatusType ScalingStatusTypeDeleting = "DELETING" // @enum ScalingStatusType ScalingStatusTypeDeleted = "DELETED" // @enum ScalingStatusType ScalingStatusTypeError = "ERROR" )
const ServiceName = "gamelift"
A ServiceName is the name of the service the client will make API calls to.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Alias ¶
type Alias struct { // Unique identifier for a fleet alias. AliasId *string `type:"string"` // Time stamp indicating when this object was created. Format is an integer // representing the number of seconds since the Unix epoch (Unix time). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of the alias. Description *string `type:"string"` // Time stamp indicating when this object was last modified. Format is an integer // representing the number of seconds since the Unix epoch (Unix time). LastUpdatedTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label associated with this alias. Alias names do not need to // be unique. Name *string `type:"string"` // Routing configuration for a fleet alias. RoutingStrategy *RoutingStrategy `type:"structure"` // contains filtered or unexported fields }
Properties describing a fleet alias.
type AwsCredentials ¶
type AwsCredentials struct { // Access key for an AWS account. AccessKeyId *string `min:"1" type:"string"` // Secret key for an AWS account. SecretAccessKey *string `min:"1" type:"string"` // Token specific to a build ID. SessionToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
AWS access credentials required to upload game build files to Amazon GameLift. These credentials are generated with CreateBuild, and are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.
func (AwsCredentials) GoString ¶
func (s AwsCredentials) GoString() string
GoString returns the string representation
func (AwsCredentials) String ¶
func (s AwsCredentials) String() string
String returns the string representation
type Build ¶
type Build struct { // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this object was created. Format is an integer // representing the number of seconds since the Unix epoch (Unix time). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label associated with this build. Build names do not need to // be unique. It can be set using CreateBuild or UpdateBuild. Name *string `type:"string"` // File size of the uploaded game build, expressed in bytes. When the build // state is INITIALIZED, this value is 0. SizeOnDisk *int64 `min:"1" type:"long"` // Current status of the build. Possible build states include: INITIALIZED: // A new build has been defined, but no files have been uploaded. You cannot // create fleets for builds that are in this state. When a build is successfully // created, the build state 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 *string `type:"string" enum:"BuildStatus"` // Version associated with this build. Version strings do not need to be unique // to a build. This value can be set using CreateBuild or UpdateBuild. Version *string `type:"string"` // contains filtered or unexported fields }
Properties describing a game build.
type CreateAliasInput ¶
type CreateAliasInput struct { // Human-readable description of the alias. Description *string `min:"1" type:"string"` // Descriptive label associated with this alias. Alias names do not need to // be unique. Name *string `min:"1" type:"string" required:"true"` // Object specifying the fleet and routing type to use for the alias. RoutingStrategy *RoutingStrategy `type:"structure" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateAliasInput) GoString ¶
func (s CreateAliasInput) GoString() string
GoString returns the string representation
func (CreateAliasInput) String ¶
func (s CreateAliasInput) String() string
String returns the string representation
func (*CreateAliasInput) Validate ¶
func (s *CreateAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateAliasOutput ¶
type CreateAliasOutput struct { // Object containing the newly created alias record. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateAliasOutput) GoString ¶
func (s CreateAliasOutput) GoString() string
GoString returns the string representation
func (CreateAliasOutput) String ¶
func (s CreateAliasOutput) String() string
String returns the string representation
type CreateBuildInput ¶
type CreateBuildInput struct { // Descriptive label associated with this build. Build names do not need to // be unique. A build name can be changed later using UpdateBuild. Name *string `min:"1" type:"string"` // Location in Amazon Simple Storage Service (Amazon S3) where a build's files // are stored. This location is assigned in response to a CreateBuild call, // and is always in the same region as the service used to create the build. // For more details see the Amazon S3 documentation (http://aws.amazon.com/documentation/s3/). StorageLocation *S3Location `type:"structure"` // Version associated with this build. Version strings do not need to be unique // to a build. A build version can be changed later using UpdateBuild. Version *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateBuildInput) GoString ¶
func (s CreateBuildInput) GoString() string
GoString returns the string representation
func (CreateBuildInput) String ¶
func (s CreateBuildInput) String() string
String returns the string representation
func (*CreateBuildInput) Validate ¶
func (s *CreateBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateBuildOutput ¶
type CreateBuildOutput struct { // Set of properties for the newly created build. Build *Build `type:"structure"` // Amazon S3 path and key, identifying where the game build files are stored. StorageLocation *S3Location `type:"structure"` // AWS credentials required when uploading a game build to the storage location. // These credentials have a limited lifespan and are valid only for the build // they were issued for. If you need to get fresh credentials, call RequestUploadCredentials. UploadCredentials *AwsCredentials `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateBuildOutput) GoString ¶
func (s CreateBuildOutput) GoString() string
GoString returns the string representation
func (CreateBuildOutput) String ¶
func (s CreateBuildOutput) String() string
String returns the string representation
type CreateFleetInput ¶
type CreateFleetInput struct { // Unique identifier for the build you want the new fleet to use. BuildId *string `type:"string" required:"true"` // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // Access limits for incoming traffic. Setting these values limits game server // access to incoming traffic using specified IP ranges and port numbers. Some // ports in a range may be restricted. You can provide one or more sets of permissions // for the fleet. EC2InboundPermissions []*IpPermission `type:"list"` // Type of EC2 instances used in the fleet. EC2 instance types define the CPU, // memory, storage, and networking capacity of the fleetaposs hosts. Amazon // GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance // Types (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions // of each. EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` // Path to game-session log files generated by your game server. Once a game // session has been terminated, Amazon GameLift captures and stores the logs // on Amazon S3. Use the GameLift console to access the stored logs. LogPaths []*string `type:"list"` // Descriptive label associated with this fleet. Fleet names do not need to // be unique. Name *string `min:"1" type:"string" required:"true"` // Game session protection policy to apply to all instances created in this // fleet. If this parameter is not set, new instances in this fleet will default // to no protection. Protection can be set for individual instances using UpdateGameSession. // NoProtection: The game session can be terminated during a scale-down event. // FullProtection: If the game session is in an ACTIVE status, it cannot be // terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Parameters required to launch your game server. These parameters should be // expressed as a string of command-line parameters. Example: "+sv_port 33435 // +start_lobby". ServerLaunchParameters *string `min:"1" type:"string"` // Path to the launch executable for the game server. A game server is built // into a C:\game drive. This value must be expressed as C:\game\[launchpath]. // Example: If, when built, your game server files are in a folder called "MyGame", // your log path should be C:\game\MyGame\server.exe. ServerLaunchPath *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateFleetInput) GoString ¶
func (s CreateFleetInput) GoString() string
GoString returns the string representation
func (CreateFleetInput) String ¶
func (s CreateFleetInput) String() string
String returns the string representation
func (*CreateFleetInput) Validate ¶
func (s *CreateFleetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateFleetOutput ¶
type CreateFleetOutput struct { // Properties for the newly created fleet. FleetAttributes *FleetAttributes `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateFleetOutput) GoString ¶
func (s CreateFleetOutput) GoString() string
GoString returns the string representation
func (CreateFleetOutput) String ¶
func (s CreateFleetOutput) String() string
String returns the string representation
type CreateGameSessionInput ¶
type CreateGameSessionInput struct { // Unique identifier for a fleet alias. Each request must reference either a // fleet ID or alias ID, but not both. AliasId *string `type:"string"` // Unique identifier for a fleet. Each request must reference either a fleet // ID or alias ID, but not both. FleetId *string `type:"string"` // Set of properties used to administer a game session. These properties are // passed to your game server. GameProperties []*GameProperty `type:"list"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // Descriptive label associated with this game session. Session names do not // need to be unique. Name *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateGameSessionInput) GoString ¶
func (s CreateGameSessionInput) GoString() string
GoString returns the string representation
func (CreateGameSessionInput) String ¶
func (s CreateGameSessionInput) String() string
String returns the string representation
func (*CreateGameSessionInput) Validate ¶
func (s *CreateGameSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateGameSessionOutput ¶
type CreateGameSessionOutput struct { // Object containing the newly created game session record. GameSession *GameSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateGameSessionOutput) GoString ¶
func (s CreateGameSessionOutput) GoString() string
GoString returns the string representation
func (CreateGameSessionOutput) String ¶
func (s CreateGameSessionOutput) String() string
String returns the string representation
type CreatePlayerSessionInput ¶
type CreatePlayerSessionInput struct { // Unique identifier for a game session. Specify the game session you want to // add a player to. GameSessionId *string `type:"string" required:"true"` // Unique identifier for the player to be added. PlayerId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreatePlayerSessionInput) GoString ¶
func (s CreatePlayerSessionInput) GoString() string
GoString returns the string representation
func (CreatePlayerSessionInput) String ¶
func (s CreatePlayerSessionInput) String() string
String returns the string representation
func (*CreatePlayerSessionInput) Validate ¶
func (s *CreatePlayerSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreatePlayerSessionOutput ¶
type CreatePlayerSessionOutput struct { // Object containing the newly created player session record. PlayerSession *PlayerSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreatePlayerSessionOutput) GoString ¶
func (s CreatePlayerSessionOutput) GoString() string
GoString returns the string representation
func (CreatePlayerSessionOutput) String ¶
func (s CreatePlayerSessionOutput) String() string
String returns the string representation
type CreatePlayerSessionsInput ¶
type CreatePlayerSessionsInput struct { // Unique identifier for a game session. GameSessionId *string `type:"string" required:"true"` // List of unique identifiers for the players to be added. PlayerIds []*string `min:"1" type:"list" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreatePlayerSessionsInput) GoString ¶
func (s CreatePlayerSessionsInput) GoString() string
GoString returns the string representation
func (CreatePlayerSessionsInput) String ¶
func (s CreatePlayerSessionsInput) String() string
String returns the string representation
func (*CreatePlayerSessionsInput) Validate ¶
func (s *CreatePlayerSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreatePlayerSessionsOutput ¶
type CreatePlayerSessionsOutput struct { // Collection of player session objects created for the added players. PlayerSessions []*PlayerSession `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreatePlayerSessionsOutput) GoString ¶
func (s CreatePlayerSessionsOutput) GoString() string
GoString returns the string representation
func (CreatePlayerSessionsOutput) String ¶
func (s CreatePlayerSessionsOutput) String() string
String returns the string representation
type DeleteAliasInput ¶
type DeleteAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to delete. AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteAliasInput) GoString ¶
func (s DeleteAliasInput) GoString() string
GoString returns the string representation
func (DeleteAliasInput) String ¶
func (s DeleteAliasInput) String() string
String returns the string representation
func (*DeleteAliasInput) Validate ¶
func (s *DeleteAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteAliasOutput ¶
type DeleteAliasOutput struct {
// contains filtered or unexported fields
}
func (DeleteAliasOutput) GoString ¶
func (s DeleteAliasOutput) GoString() string
GoString returns the string representation
func (DeleteAliasOutput) String ¶
func (s DeleteAliasOutput) String() string
String returns the string representation
type DeleteBuildInput ¶
type DeleteBuildInput struct { // Unique identifier for the build you want to delete. BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteBuildInput) GoString ¶
func (s DeleteBuildInput) GoString() string
GoString returns the string representation
func (DeleteBuildInput) String ¶
func (s DeleteBuildInput) String() string
String returns the string representation
func (*DeleteBuildInput) Validate ¶
func (s *DeleteBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteBuildOutput ¶
type DeleteBuildOutput struct {
// contains filtered or unexported fields
}
func (DeleteBuildOutput) GoString ¶
func (s DeleteBuildOutput) GoString() string
GoString returns the string representation
func (DeleteBuildOutput) String ¶
func (s DeleteBuildOutput) String() string
String returns the string representation
type DeleteFleetInput ¶
type DeleteFleetInput struct { // Unique identifier for the fleet you want to delete. FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteFleetInput) GoString ¶
func (s DeleteFleetInput) GoString() string
GoString returns the string representation
func (DeleteFleetInput) String ¶
func (s DeleteFleetInput) String() string
String returns the string representation
func (*DeleteFleetInput) Validate ¶
func (s *DeleteFleetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteFleetOutput ¶
type DeleteFleetOutput struct {
// contains filtered or unexported fields
}
func (DeleteFleetOutput) GoString ¶
func (s DeleteFleetOutput) GoString() string
GoString returns the string representation
func (DeleteFleetOutput) String ¶
func (s DeleteFleetOutput) String() string
String returns the string representation
type DeleteScalingPolicyInput ¶
type DeleteScalingPolicyInput struct { // Unique identifier for a fleet. FleetId *string `type:"string" required:"true"` // Descriptive label associated with this scaling policy. Policy names do not // need to be unique. Name *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteScalingPolicyInput) GoString ¶
func (s DeleteScalingPolicyInput) GoString() string
GoString returns the string representation
func (DeleteScalingPolicyInput) String ¶
func (s DeleteScalingPolicyInput) String() string
String returns the string representation
func (*DeleteScalingPolicyInput) Validate ¶
func (s *DeleteScalingPolicyInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteScalingPolicyOutput ¶
type DeleteScalingPolicyOutput struct {
// contains filtered or unexported fields
}
func (DeleteScalingPolicyOutput) GoString ¶
func (s DeleteScalingPolicyOutput) GoString() string
GoString returns the string representation
func (DeleteScalingPolicyOutput) String ¶
func (s DeleteScalingPolicyOutput) String() string
String returns the string representation
type DescribeAliasInput ¶
type DescribeAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to retrieve. AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeAliasInput) GoString ¶
func (s DescribeAliasInput) GoString() string
GoString returns the string representation
func (DescribeAliasInput) String ¶
func (s DescribeAliasInput) String() string
String returns the string representation
func (*DescribeAliasInput) Validate ¶
func (s *DescribeAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeAliasOutput ¶
type DescribeAliasOutput struct { // Object containing the requested alias. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeAliasOutput) GoString ¶
func (s DescribeAliasOutput) GoString() string
GoString returns the string representation
func (DescribeAliasOutput) String ¶
func (s DescribeAliasOutput) String() string
String returns the string representation
type DescribeBuildInput ¶
type DescribeBuildInput struct { // Unique identifier for the build you want to retrieve properties for. BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeBuildInput) GoString ¶
func (s DescribeBuildInput) GoString() string
GoString returns the string representation
func (DescribeBuildInput) String ¶
func (s DescribeBuildInput) String() string
String returns the string representation
func (*DescribeBuildInput) Validate ¶
func (s *DescribeBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeBuildOutput ¶
type DescribeBuildOutput struct { // Set of properties describing the requested build. Build *Build `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeBuildOutput) GoString ¶
func (s DescribeBuildOutput) GoString() string
GoString returns the string representation
func (DescribeBuildOutput) String ¶
func (s DescribeBuildOutput) String() string
String returns the string representation
type DescribeEC2InstanceLimitsInput ¶
type DescribeEC2InstanceLimitsInput struct { // Type of EC2 instances used in the fleet. EC2 instance types define the CPU, // memory, storage, and networking capacity of the fleetaposs hosts. Amazon // GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance // Types (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions // of each. Leave this parameter blank to retrieve limits for all types. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeEC2InstanceLimitsInput) GoString ¶
func (s DescribeEC2InstanceLimitsInput) GoString() string
GoString returns the string representation
func (DescribeEC2InstanceLimitsInput) String ¶
func (s DescribeEC2InstanceLimitsInput) String() string
String returns the string representation
type DescribeEC2InstanceLimitsOutput ¶
type DescribeEC2InstanceLimitsOutput struct { // Object containing the maximum number of instances for the specified instance // type. EC2InstanceLimits []*EC2InstanceLimit `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeEC2InstanceLimitsOutput) GoString ¶
func (s DescribeEC2InstanceLimitsOutput) GoString() string
GoString returns the string representation
func (DescribeEC2InstanceLimitsOutput) String ¶
func (s DescribeEC2InstanceLimitsOutput) String() string
String returns the string representation
type DescribeFleetAttributesInput ¶
type DescribeFleetAttributesInput struct { // Unique identifiers for the fleet(s) that you want to retrieve attributes // for. Leave this parameter empty to retrieve attributes for all fleets. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeFleetAttributesInput) GoString ¶
func (s DescribeFleetAttributesInput) GoString() string
GoString returns the string representation
func (DescribeFleetAttributesInput) String ¶
func (s DescribeFleetAttributesInput) String() string
String returns the string representation
func (*DescribeFleetAttributesInput) Validate ¶
func (s *DescribeFleetAttributesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetAttributesOutput ¶
type DescribeFleetAttributesOutput struct { // Collection of objects containing attribute metadata for each requested fleet // ID. FleetAttributes []*FleetAttributes `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeFleetAttributesOutput) GoString ¶
func (s DescribeFleetAttributesOutput) GoString() string
GoString returns the string representation
func (DescribeFleetAttributesOutput) String ¶
func (s DescribeFleetAttributesOutput) String() string
String returns the string representation
type DescribeFleetCapacityInput ¶
type DescribeFleetCapacityInput struct { // Unique identifier for the fleet(s) you want to retrieve capacity information // for. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeFleetCapacityInput) GoString ¶
func (s DescribeFleetCapacityInput) GoString() string
GoString returns the string representation
func (DescribeFleetCapacityInput) String ¶
func (s DescribeFleetCapacityInput) String() string
String returns the string representation
func (*DescribeFleetCapacityInput) Validate ¶
func (s *DescribeFleetCapacityInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetCapacityOutput ¶
type DescribeFleetCapacityOutput struct { // Collection of objects containing capacity information for each requested // fleet ID. Leave this parameter empty to retrieve capacity information for // all fleets. FleetCapacity []*FleetCapacity `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeFleetCapacityOutput) GoString ¶
func (s DescribeFleetCapacityOutput) GoString() string
GoString returns the string representation
func (DescribeFleetCapacityOutput) String ¶
func (s DescribeFleetCapacityOutput) String() string
String returns the string representation
type DescribeFleetEventsInput ¶
type DescribeFleetEventsInput struct { // Most recent date to retrieve event logs for. If no end time is specified, // this call returns entries from the specified start time up to the present. // Format is an integer representing the number of seconds since the Unix epoch // (Unix time). EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for the fleet to get event logs for. FleetId *string `type:"string" required:"true"` // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Earliest date to retrieve event logs for. If no start time is specified, // this call returns entries starting from when the fleet was created to the // specified end time. Format is an integer representing the number of seconds // since the Unix epoch (Unix time). StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeFleetEventsInput) GoString ¶
func (s DescribeFleetEventsInput) GoString() string
GoString returns the string representation
func (DescribeFleetEventsInput) String ¶
func (s DescribeFleetEventsInput) String() string
String returns the string representation
func (*DescribeFleetEventsInput) Validate ¶
func (s *DescribeFleetEventsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetEventsOutput ¶
type DescribeFleetEventsOutput struct { // Collection of objects containing event log entries for the specified fleet. Events []*Event `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeFleetEventsOutput) GoString ¶
func (s DescribeFleetEventsOutput) GoString() string
GoString returns the string representation
func (DescribeFleetEventsOutput) String ¶
func (s DescribeFleetEventsOutput) String() string
String returns the string representation
type DescribeFleetPortSettingsInput ¶
type DescribeFleetPortSettingsInput struct { // Unique identifier for the fleet you want to retrieve port settings for. FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeFleetPortSettingsInput) GoString ¶
func (s DescribeFleetPortSettingsInput) GoString() string
GoString returns the string representation
func (DescribeFleetPortSettingsInput) String ¶
func (s DescribeFleetPortSettingsInput) String() string
String returns the string representation
func (*DescribeFleetPortSettingsInput) Validate ¶
func (s *DescribeFleetPortSettingsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetPortSettingsOutput ¶
type DescribeFleetPortSettingsOutput struct { // Object containing port settings for the requested fleet ID. InboundPermissions []*IpPermission `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeFleetPortSettingsOutput) GoString ¶
func (s DescribeFleetPortSettingsOutput) GoString() string
GoString returns the string representation
func (DescribeFleetPortSettingsOutput) String ¶
func (s DescribeFleetPortSettingsOutput) String() string
String returns the string representation
type DescribeFleetUtilizationInput ¶
type DescribeFleetUtilizationInput struct { // Unique identifier for the fleet(s) you want to retrieve utilization data // for. Leave this parameter empty to retrieve utilization data for all fleets. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. This parameter is ignored // when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeFleetUtilizationInput) GoString ¶
func (s DescribeFleetUtilizationInput) GoString() string
GoString returns the string representation
func (DescribeFleetUtilizationInput) String ¶
func (s DescribeFleetUtilizationInput) String() string
String returns the string representation
func (*DescribeFleetUtilizationInput) Validate ¶
func (s *DescribeFleetUtilizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetUtilizationOutput ¶
type DescribeFleetUtilizationOutput struct { // Collection of objects containing utilization information for each requested // fleet ID. FleetUtilization []*FleetUtilization `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeFleetUtilizationOutput) GoString ¶
func (s DescribeFleetUtilizationOutput) GoString() string
GoString returns the string representation
func (DescribeFleetUtilizationOutput) String ¶
func (s DescribeFleetUtilizationOutput) String() string
String returns the string representation
type DescribeGameSessionDetailsInput ¶
type DescribeGameSessionDetailsInput struct { // Unique identifier for a fleet alias. Specify an alias to retrieve information // on all game sessions active on the fleet. AliasId *string `type:"string"` // Unique identifier for a fleet. Specify a fleet to retrieve information on // all game sessions active on the fleet. FleetId *string `type:"string"` // Unique identifier for a game session. Specify the game session to retrieve // information on. GameSessionId *string `type:"string"` // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session states include // ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory). StatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeGameSessionDetailsInput) GoString ¶
func (s DescribeGameSessionDetailsInput) GoString() string
GoString returns the string representation
func (DescribeGameSessionDetailsInput) String ¶
func (s DescribeGameSessionDetailsInput) String() string
String returns the string representation
func (*DescribeGameSessionDetailsInput) Validate ¶
func (s *DescribeGameSessionDetailsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionDetailsOutput ¶
type DescribeGameSessionDetailsOutput struct { // Collection of objects containing game session properties and the protection // policy currently in force for each session matching the request. GameSessionDetails []*GameSessionDetail `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeGameSessionDetailsOutput) GoString ¶
func (s DescribeGameSessionDetailsOutput) GoString() string
GoString returns the string representation
func (DescribeGameSessionDetailsOutput) String ¶
func (s DescribeGameSessionDetailsOutput) String() string
String returns the string representation
type DescribeGameSessionsInput ¶
type DescribeGameSessionsInput struct { // Unique identifier for a fleet alias. Specify an alias to retrieve information // on all game sessions active on the fleet. AliasId *string `type:"string"` // Unique identifier for a fleet. Specify a fleet to retrieve information on // all game sessions active on the fleet. FleetId *string `type:"string"` // Unique identifier for a game session. Specify the game session to retrieve // information on. GameSessionId *string `type:"string"` // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session states include // ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory). StatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeGameSessionsInput) GoString ¶
func (s DescribeGameSessionsInput) GoString() string
GoString returns the string representation
func (DescribeGameSessionsInput) String ¶
func (s DescribeGameSessionsInput) String() string
String returns the string representation
func (*DescribeGameSessionsInput) Validate ¶
func (s *DescribeGameSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionsOutput ¶
type DescribeGameSessionsOutput struct { // Collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeGameSessionsOutput) GoString ¶
func (s DescribeGameSessionsOutput) GoString() string
GoString returns the string representation
func (DescribeGameSessionsOutput) String ¶
func (s DescribeGameSessionsOutput) String() string
String returns the string representation
type DescribePlayerSessionsInput ¶
type DescribePlayerSessionsInput struct { // Unique identifier for a game session. GameSessionId *string `type:"string"` // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. If a player session ID is specified, // this parameter is ignored. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. If a player session ID is // specified, this parameter is ignored. NextToken *string `min:"1" type:"string"` // Unique identifier for a player. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // Player session status to filter results on. Possible player session states // include: RESERVED: The player session request has been received, but the // player has not yet connected to the game server and/or been validated. ACTIVE: // The player has been validated by the game server 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 time-out limit (60 seconds). PlayerSessionStatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribePlayerSessionsInput) GoString ¶
func (s DescribePlayerSessionsInput) GoString() string
GoString returns the string representation
func (DescribePlayerSessionsInput) String ¶
func (s DescribePlayerSessionsInput) String() string
String returns the string representation
func (*DescribePlayerSessionsInput) Validate ¶
func (s *DescribePlayerSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribePlayerSessionsOutput ¶
type DescribePlayerSessionsOutput struct { // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // Collection of objects containing properties for each player session that // matches the request. PlayerSessions []*PlayerSession `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribePlayerSessionsOutput) GoString ¶
func (s DescribePlayerSessionsOutput) GoString() string
GoString returns the string representation
func (DescribePlayerSessionsOutput) String ¶
func (s DescribePlayerSessionsOutput) String() string
String returns the string representation
type DescribeScalingPoliciesInput ¶
type DescribeScalingPoliciesInput struct { // Unique identifier for a fleet. Specify the fleet to retrieve scaling policies // for. FleetId *string `type:"string" required:"true"` // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. A scaling policy is only in force // when in an Active state. ACTIVE: The scaling policy is currently in force. // UPDATEREQUESTED: A request to update the scaling policy has been received. // UPDATING: A change is being made to the scaling policy. DELETEREQUESTED: // A request to delete the scaling policy has been received. DELETING: The scaling // policy is being deleted. DELETED: The scaling policy has been deleted. ERROR: // An error occurred in creating the policy. It should be removed and recreated. StatusFilter *string `type:"string" enum:"ScalingStatusType"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeScalingPoliciesInput) GoString ¶
func (s DescribeScalingPoliciesInput) GoString() string
GoString returns the string representation
func (DescribeScalingPoliciesInput) String ¶
func (s DescribeScalingPoliciesInput) String() string
String returns the string representation
func (*DescribeScalingPoliciesInput) Validate ¶
func (s *DescribeScalingPoliciesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeScalingPoliciesOutput ¶
type DescribeScalingPoliciesOutput struct { // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // Collection of objects containing the scaling policies matching the request. ScalingPolicies []*ScalingPolicy `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeScalingPoliciesOutput) GoString ¶
func (s DescribeScalingPoliciesOutput) GoString() string
GoString returns the string representation
func (DescribeScalingPoliciesOutput) String ¶
func (s DescribeScalingPoliciesOutput) String() string
String returns the string representation
type EC2InstanceCounts ¶
type EC2InstanceCounts struct { // Actual number of active instances in the fleet. ACTIVE *int64 `type:"integer"` // Ideal number of active instances in the fleet. DESIRED *int64 `type:"integer"` // Number of active instances in the fleet that are not currently hosting a // game session. IDLE *int64 `type:"integer"` // Maximum value allowed for the fleet's instance count. MAXIMUM *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. MINIMUM *int64 `type:"integer"` // Number of instances in the fleet that are starting but not yet active. PENDING *int64 `type:"integer"` // Number of instances in the fleet that are no longer active but haven't yet // been terminated. TERMINATING *int64 `type:"integer"` // contains filtered or unexported fields }
Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.
func (EC2InstanceCounts) GoString ¶
func (s EC2InstanceCounts) GoString() string
GoString returns the string representation
func (EC2InstanceCounts) String ¶
func (s EC2InstanceCounts) String() string
String returns the string representation
type EC2InstanceLimit ¶
type EC2InstanceLimit struct { // Number of instances of the specified type that are currently in use by this // AWS account. CurrentInstances *int64 `type:"integer"` // Type of EC2 instances used in the fleet. EC2 instance types define the CPU, // memory, storage, and networking capacity of the fleetaposs hosts. Amazon // GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance // Types (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions // of each. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // Number of instances allowed. InstanceLimit *int64 `type:"integer"` // contains filtered or unexported fields }
Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.
func (EC2InstanceLimit) GoString ¶
func (s EC2InstanceLimit) GoString() string
GoString returns the string representation
func (EC2InstanceLimit) String ¶
func (s EC2InstanceLimit) String() string
String returns the string representation
type Event ¶
type Event struct { // Type of event being logged. EventCode *string `type:"string" enum:"EventCode"` // Unique identifier for a fleet event. EventId *string `min:"1" type:"string"` // Time stamp indicating when this event occurred. Format is an integer representing // the number of seconds since the Unix epoch (Unix time). EventTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Additional information related to the event. Message *string `min:"1" type:"string"` // Unique identifier for the resource, such as a fleet ID. ResourceId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Log entry describing an event involving an Amazon GameLift resource (such as a fleet).
type FleetAttributes ¶
type FleetAttributes struct { // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this object was created. Format is an integer // representing the number of seconds since the Unix epoch (Unix time). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Path to game-session log files generated by your game server. Once a game // session has been terminated, Amazon GameLift captures and stores the logs // on Amazon S3. Use the GameLift console to access the stored logs. LogPaths []*string `type:"list"` // Descriptive label associated with this fleet. Fleet names do not need to // be unique. Name *string `min:"1" type:"string"` // Type of game session protection to set for all new instances started in the // fleet. NoProtection: The game session can be terminated during a scale-down // event. FullProtection: If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Parameters required to launch your game server. These parameters should be // expressed as a string of command-line parameters. Example: "+sv_port 33435 // +start_lobby". ServerLaunchParameters *string `min:"1" type:"string"` // Path to the launch executable for the game server. A game server is built // into a C:\game drive. This value must be expressed as C:\game\[launchpath]. // Example: If, when built, your game server files are in a folder called "MyGame", // your log path should be C:\game\MyGame\server.exe. ServerLaunchPath *string `min:"1" type:"string"` // Current status of the fleet. Possible fleet states include: NEW: A new fleet // has been defined and hosts allocated.DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: // The new fleet is being set up with the game build, and new hosts are being // started.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 *string `type:"string" enum:"FleetStatus"` // Time stamp indicating when this fleet was terminated. Format is an integer // representing the number of seconds since the Unix epoch (Unix time). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
General properties describing a fleet.
func (FleetAttributes) GoString ¶
func (s FleetAttributes) GoString() string
GoString returns the string representation
func (FleetAttributes) String ¶
func (s FleetAttributes) String() string
String returns the string representation
type FleetCapacity ¶
type FleetCapacity struct { // Unique identifier for a fleet. FleetId *string `type:"string"` // Current status of fleet capacity. InstanceCounts *EC2InstanceCounts `type:"structure"` // Type of EC2 instances used in the fleet. EC2 instance types define the CPU, // memory, storage, and networking capacity of the fleetaposs hosts. Amazon // GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance // Types (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions // of each. InstanceType *string `type:"string" enum:"EC2InstanceType"` // contains filtered or unexported fields }
Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.
func (FleetCapacity) GoString ¶
func (s FleetCapacity) GoString() string
GoString returns the string representation
func (FleetCapacity) String ¶
func (s FleetCapacity) String() string
String returns the string representation
type FleetUtilization ¶
type FleetUtilization struct { // Number of active game sessions currently being hosted on fleet game servers. ActiveGameSessionCount *int64 `type:"integer"` // Number of active player sessions currently being hosted on fleet game servers. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Maximum players allowed across all game sessions currently hosted in the // fleet. MaximumPlayerSessionCount *int64 `type:"integer"` // contains filtered or unexported fields }
Current status of fleet utilization, including the number of game and player sessions being hosted.
func (FleetUtilization) GoString ¶
func (s FleetUtilization) GoString() string
GoString returns the string representation
func (FleetUtilization) String ¶
func (s FleetUtilization) String() string
String returns the string representation
type GameLift ¶
Welcome to the Amazon GameLift API Reference. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management. For more information about the GameLift service, including a feature overview, getting started guide, and tutorial, see the accompanying Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/).
This reference describes the low-level service API for GameLift. You can call this API directly or use the AWS SDK (https://aws.amazon.com/tools/) for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the AWS command-line interface (https://aws.amazon.com/cli/) (CLI) tool, which includes commands for GameLift. For administrative actions, you can use the Amazon GameLift console.
Managing Game and Player Sessions Through GameLift ¶
Call these actions from your game clients and/or services to create and manage multiplayer game sessions.
Game sessions CreateGameSession DescribeGameSessions DescribeGameSessionDetails
UpdateGameSession Player sessions CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Other actions: GetGameSessionLogUrl Setting Up Game Servers
Use these administrative actions to configure GameLift to host your game servers. When configuring GameLift, you'll need to (1) configure a build for your game and provide build files, and (2) set up one or more fleets to host game sessions.
Build actions: ListBuilds CreateBuild DescribeBuild UpdateBuild DeleteBuild
RequestUploadCredentials Fleet actions: ListFleets CreateFleet Describe fleet actions: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeEC2InstanceLimits DescribeFleetEvents Update fleet actions: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings
DeleteFleet Alias actions: ListAliases CreateAlias DescribeAlias UpdateAlias
DeleteAlias ResolveAlias Scaling policy actions: PutScalingPolicy DescribeScalingPolicies DeleteScalingPolicy The service client's operations are safe to be used concurrently. It is not safe to mutate any of the client's properties though.
func New ¶
func New(p client.ConfigProvider, cfgs ...*aws.Config) *GameLift
New creates a new instance of the GameLift client with a session. If additional configuration is needed for the client instance use the optional aws.Config parameter to add your extra config.
Example:
// Create a GameLift client from just a session. svc := gamelift.New(mySession) // Create a GameLift client with additional configuration svc := gamelift.New(mySession, aws.NewConfig().WithRegion("us-west-2"))
func (*GameLift) CreateAlias ¶
func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)
Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error.
To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.CreateAliasInput{ Name: aws.String("NonZeroAndMaxString"), // Required RoutingStrategy: &gamelift.RoutingStrategy{ // Required FleetId: aws.String("FleetId"), Message: aws.String("FreeText"), Type: aws.String("RoutingStrategyType"), }, Description: aws.String("NonZeroAndMaxString"), } resp, err := svc.CreateAlias(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) CreateAliasRequest ¶
func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)
CreateAliasRequest generates a request for the CreateAlias operation.
func (*GameLift) CreateBuild ¶
func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)
Initializes a new build record and generates information required to upload a game build to Amazon GameLift. Once the build record has been created and is in an INITIALIZED state, you can upload your game build.
To create a build, use the CLI command upload-build, which creates a new build record and uploads the build files in one step. (See the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/) for more details on the CLI and the upload process.) Call the CreateBuild action only if you have your own Amazon Simple Storage Service (Amazon S3) client and need to manually upload your build files.
To create a new build, optionally specify a build name and version. This metadata is stored with other properties in the build record and is displayed in the GameLift console (but not visible to players). If successful, this action returns the newly created build record along with an Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.CreateBuildInput{ Name: aws.String("NonZeroAndMaxString"), StorageLocation: &gamelift.S3Location{ Bucket: aws.String("NonEmptyString"), Key: aws.String("NonEmptyString"), RoleArn: aws.String("NonEmptyString"), }, Version: aws.String("NonZeroAndMaxString"), } resp, err := svc.CreateBuild(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) CreateBuildRequest ¶
func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)
CreateBuildRequest generates a request for the CreateBuild operation.
func (*GameLift) CreateFleet ¶
func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
Creates a new fleet to host game servers. A fleet consists of a set of Amazon Elastic Compute Cloud (Amazon EC2) instances of a certain type, which defines the CPU, memory, storage, and networking capacity of each host in the fleet. See Amazon EC2 Instance Types (https://aws.amazon.com/ec2/instance-types/) for more information. Each instance in the fleet hosts a game server created from the specified game build. Once a fleet is in an ACTIVE state, it can begin hosting game sessions.
To create a new fleet, provide a name and the EC2 instance type for the new fleet, and specify the build and server launch path. Builds must be in a READY state before they can be used to build fleets. When configuring the new fleet, you can optionally (1) provide a set of launch parameters to be passed to a game server when activated; (2) limit incoming traffic to a specified range of IP addresses and port numbers; (3) set game session protection for all instances in the fleet, and (4) configure Amazon GameLift to store game session logs by specifying the path to the logs stored in your game server files. If the call is successful, Amazon GameLift performs the following tasks:
Creates a fleet record and sets the state to NEW. Sets the fleet's capacity
to 1 "desired" and 1 "active" EC2 instance count. Creates an EC2 instance and begins the process of initializing the fleet and activating a game server on the instance. Begins writing events to the fleet event log, which can be accessed in the GameLift console. Once a fleet is created, use the following actions to change certain fleet properties (server launch parameters and log paths cannot be changed):
UpdateFleetAttributes -- Update fleet metadata, including name and description. UpdateFleetCapacity -- Increase or decrease the number of instances you
want the fleet to maintain. UpdateFleetPortSettings -- Change the IP addresses and ports that allow access to incoming traffic.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.CreateFleetInput{ BuildId: aws.String("BuildId"), // Required EC2InstanceType: aws.String("EC2InstanceType"), // Required Name: aws.String("NonZeroAndMaxString"), // Required ServerLaunchPath: aws.String("NonZeroAndMaxString"), // Required Description: aws.String("NonZeroAndMaxString"), EC2InboundPermissions: []*gamelift.IpPermission{ &gamelift.IpPermission{ // Required FromPort: aws.Int64(1), // Required IpRange: aws.String("NonBlankString"), // Required Protocol: aws.String("IpProtocol"), // Required ToPort: aws.Int64(1), // Required }, // More values... }, LogPaths: []*string{ aws.String("NonZeroAndMaxString"), // Required // More values... }, NewGameSessionProtectionPolicy: aws.String("ProtectionPolicy"), ServerLaunchParameters: aws.String("NonZeroAndMaxString"), } resp, err := svc.CreateFleet(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) CreateFleetRequest ¶
func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)
CreateFleetRequest generates a request for the CreateFleet operation.
func (*GameLift) CreateGameSession ¶
func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
Creates a multiplayer game session for players. This action creates a game session record and assigns the new session to an instance in the specified fleet, which activates the server initialization process in your game server. A fleet must be in an ACTIVE state before a game session can be created for it.
To create a game session, specify either a fleet ID or an alias ID and indicate the maximum number of players the game session allows. You can also provide a name and a set of properties for your game (optional). If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions are set to accept adding any new players to the game session. Use UpdateGameSession to change the creation policy.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.CreateGameSessionInput{ MaximumPlayerSessionCount: aws.Int64(1), // Required AliasId: aws.String("AliasId"), FleetId: aws.String("FleetId"), GameProperties: []*gamelift.GameProperty{ &gamelift.GameProperty{ // Required Key: aws.String("GamePropertyKey"), // Required Value: aws.String("GamePropertyValue"), // Required }, // More values... }, Name: aws.String("NonZeroAndMaxString"), } resp, err := svc.CreateGameSession(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) CreateGameSessionRequest ¶
func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)
CreateGameSessionRequest generates a request for the CreateGameSession operation.
func (*GameLift) CreatePlayerSession ¶
func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
Adds a player to a game session and creates a player session record. A game session must be in an ACTIVE state, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.
To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new PlayerSession object is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.CreatePlayerSessionInput{ GameSessionId: aws.String("GameSessionId"), // Required PlayerId: aws.String("NonZeroAndMaxString"), // Required } resp, err := svc.CreatePlayerSession(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) CreatePlayerSessionRequest ¶
func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)
CreatePlayerSessionRequest generates a request for the CreatePlayerSession operation.
func (*GameLift) CreatePlayerSessions ¶
func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)
Adds a group of players to a game session. Similar to CreatePlayerSession, this action allows you to add multiple players in a single call, which is useful for games that provide party and/or matchmaking features. A game session must be in an ACTIVE state, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.
To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new PlayerSession objects is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.CreatePlayerSessionsInput{ GameSessionId: aws.String("GameSessionId"), // Required PlayerIds: []*string{ // Required aws.String("NonZeroAndMaxString"), // Required // More values... }, } resp, err := svc.CreatePlayerSessions(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) CreatePlayerSessionsRequest ¶
func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)
CreatePlayerSessionsRequest generates a request for the CreatePlayerSessions operation.
func (*GameLift) DeleteAlias ¶
func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)
Deletes an alias. This action removes all record of the alias; game clients attempting to access a game server using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DeleteAliasInput{ AliasId: aws.String("AliasId"), // Required } resp, err := svc.DeleteAlias(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DeleteAliasRequest ¶
func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)
DeleteAliasRequest generates a request for the DeleteAlias operation.
func (*GameLift) DeleteBuild ¶
func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)
Deletes a build. This action permanently deletes the build record and any uploaded build files.
To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets, but you can no longer create new fleets for the deleted build.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DeleteBuildInput{ BuildId: aws.String("BuildId"), // Required } resp, err := svc.DeleteBuild(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DeleteBuildRequest ¶
func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)
DeleteBuildRequest generates a request for the DeleteBuild operation.
func (*GameLift) DeleteFleet ¶
func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DeleteFleetInput{ FleetId: aws.String("FleetId"), // Required } resp, err := svc.DeleteFleet(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DeleteFleetRequest ¶
func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)
DeleteFleetRequest generates a request for the DeleteFleet operation.
func (*GameLift) DeleteScalingPolicy ¶
func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)
Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DeleteScalingPolicyInput{ FleetId: aws.String("FleetId"), // Required Name: aws.String("NonZeroAndMaxString"), // Required } resp, err := svc.DeleteScalingPolicy(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DeleteScalingPolicyRequest ¶
func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)
DeleteScalingPolicyRequest generates a request for the DeleteScalingPolicy operation.
func (*GameLift) DescribeAlias ¶
func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)
Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeAliasInput{ AliasId: aws.String("AliasId"), // Required } resp, err := svc.DescribeAlias(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeAliasRequest ¶
func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)
DescribeAliasRequest generates a request for the DescribeAlias operation.
func (*GameLift) DescribeBuild ¶
func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)
Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeBuildInput{ BuildId: aws.String("BuildId"), // Required } resp, err := svc.DescribeBuild(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeBuildRequest ¶
func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)
DescribeBuildRequest generates a request for the DescribeBuild operation.
func (*GameLift) DescribeEC2InstanceLimits ¶
func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
Retrieves the following information for the specified EC2 instance type:
maximum number of instances allowed per AWS account (service limit) current
usage level for the AWS account Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeEC2InstanceLimitsInput{ EC2InstanceType: aws.String("EC2InstanceType"), } resp, err := svc.DescribeEC2InstanceLimits(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeEC2InstanceLimitsRequest ¶
func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)
DescribeEC2InstanceLimitsRequest generates a request for the DescribeEC2InstanceLimits operation.
func (*GameLift) DescribeFleetAttributes ¶
func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting all fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeFleetAttributesInput{ FleetIds: []*string{ aws.String("FleetId"), // Required // More values... }, Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribeFleetAttributes(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeFleetAttributesRequest ¶
func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)
DescribeFleetAttributesRequest generates a request for the DescribeFleetAttributes operation.
func (*GameLift) DescribeFleetCapacity ¶
func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting all fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeFleetCapacityInput{ FleetIds: []*string{ aws.String("FleetId"), // Required // More values... }, Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribeFleetCapacity(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeFleetCapacityRequest ¶
func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)
DescribeFleetCapacityRequest generates a request for the DescribeFleetCapacity operation.
func (*GameLift) DescribeFleetEvents ¶
func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
Retrieves entries from the fleet event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
Example ¶
package main import ( "fmt" "time" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeFleetEventsInput{ FleetId: aws.String("FleetId"), // Required EndTime: aws.Time(time.Now()), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), StartTime: aws.Time(time.Now()), } resp, err := svc.DescribeFleetEvents(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeFleetEventsRequest ¶
func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)
DescribeFleetEventsRequest generates a request for the DescribeFleetEvents operation.
func (*GameLift) DescribeFleetPortSettings ¶
func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)
Retrieves the port settings for a fleet. Port settings are used to limit incoming traffic access to game servers in the fleet. To get a fleet's port settings, specify a fleet ID. If successful, an IpPermission object is returned for the requested fleet ID. If the requested fleet has been deleted, the result set will be empty.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeFleetPortSettingsInput{ FleetId: aws.String("FleetId"), // Required } resp, err := svc.DescribeFleetPortSettings(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeFleetPortSettingsRequest ¶
func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)
DescribeFleetPortSettingsRequest generates a request for the DescribeFleetPortSettings operation.
func (*GameLift) DescribeFleetUtilization ¶
func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting all fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeFleetUtilizationInput{ FleetIds: []*string{ aws.String("FleetId"), // Required // More values... }, Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribeFleetUtilization(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeFleetUtilizationRequest ¶
func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)
DescribeFleetUtilizationRequest generates a request for the DescribeFleetUtilization operation.
func (*GameLift) DescribeGameSessionDetails ¶
func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeGameSessionDetailsInput{ AliasId: aws.String("AliasId"), FleetId: aws.String("FleetId"), GameSessionId: aws.String("GameSessionId"), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), StatusFilter: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribeGameSessionDetails(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeGameSessionDetailsRequest ¶
func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)
DescribeGameSessionDetailsRequest generates a request for the DescribeGameSessionDetails operation.
func (*GameLift) DescribeGameSessions ¶
func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
Retrieves properties for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request properties for a specific game session; (2) provide a FleetId or an AliasId to request properties for all game sessions running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each session matching the request.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeGameSessionsInput{ AliasId: aws.String("AliasId"), FleetId: aws.String("FleetId"), GameSessionId: aws.String("GameSessionId"), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), StatusFilter: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribeGameSessions(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeGameSessionsRequest ¶
func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)
DescribeGameSessionsRequest generates a request for the DescribeGameSessions operation.
func (*GameLift) DescribePlayerSessions ¶
func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId parameter to request properties for a specific player session; (2) provide a GameSessionId parameter to request properties for all player sessions in the specified game session; (3) provide a PlayerId parameter to request properties for all player sessions of a specified player.
To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribePlayerSessionsInput{ GameSessionId: aws.String("GameSessionId"), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), PlayerId: aws.String("NonZeroAndMaxString"), PlayerSessionId: aws.String("PlayerSessionId"), PlayerSessionStatusFilter: aws.String("NonZeroAndMaxString"), } resp, err := svc.DescribePlayerSessions(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribePlayerSessionsRequest ¶
func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)
DescribePlayerSessionsRequest generates a request for the DescribePlayerSessions operation.
func (*GameLift) DescribeScalingPolicies ¶
func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.DescribeScalingPoliciesInput{ FleetId: aws.String("FleetId"), // Required Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), StatusFilter: aws.String("ScalingStatusType"), } resp, err := svc.DescribeScalingPolicies(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) DescribeScalingPoliciesRequest ¶
func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)
DescribeScalingPoliciesRequest generates a request for the DescribeScalingPolicies operation.
func (*GameLift) GetGameSessionLogUrl ¶
func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.
See the AWS Service Limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) page for maximum log file sizes. Log files that exceed this limit are not saved.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.GetGameSessionLogUrlInput{ GameSessionId: aws.String("GameSessionId"), // Required } resp, err := svc.GetGameSessionLogUrl(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) GetGameSessionLogUrlRequest ¶
func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)
GetGameSessionLogUrlRequest generates a request for the GetGameSessionLogUrl operation.
func (*GameLift) ListAliases ¶
func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.
Aliases are not listed in any particular order.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.ListAliasesInput{ Limit: aws.Int64(1), Name: aws.String("NonEmptyString"), NextToken: aws.String("NonEmptyString"), RoutingStrategyType: aws.String("RoutingStrategyType"), } resp, err := svc.ListAliases(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) ListAliasesRequest ¶
func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)
ListAliasesRequest generates a request for the ListAliases operation.
func (*GameLift) ListBuilds ¶
func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
Retrieves build records for all builds associated with an AWS account. You can filter the result set by build status. Use the pagination parameters to retrieve results in a set of sequential pages.
Build records are not listed in any particular order.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.ListBuildsInput{ Limit: aws.Int64(1), NextToken: aws.String("NonEmptyString"), Status: aws.String("BuildStatus"), } resp, err := svc.ListBuilds(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) ListBuildsRequest ¶
func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)
ListBuildsRequest generates a request for the ListBuilds operation.
func (*GameLift) ListFleets ¶
func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)
Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.
Fleet records are not listed in any particular order.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.ListFleetsInput{ BuildId: aws.String("BuildId"), Limit: aws.Int64(1), NextToken: aws.String("NonZeroAndMaxString"), } resp, err := svc.ListFleets(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) ListFleetsRequest ¶
func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)
ListFleetsRequest generates a request for the ListFleets operation.
func (*GameLift) PutScalingPolicy ¶
func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)
Creates or updates a scaling policy for a fleet. An active scaling policy prompts GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.
A scaling policy rule statement has the following structure:
If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].
For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:
If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.PutScalingPolicyInput{ ComparisonOperator: aws.String("ComparisonOperatorType"), // Required EvaluationPeriods: aws.Int64(1), // Required FleetId: aws.String("FleetId"), // Required MetricName: aws.String("MetricName"), // Required Name: aws.String("NonZeroAndMaxString"), // Required ScalingAdjustment: aws.Int64(1), // Required ScalingAdjustmentType: aws.String("ScalingAdjustmentType"), // Required Threshold: aws.Float64(1.0), // Required } resp, err := svc.PutScalingPolicy(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) PutScalingPolicyRequest ¶
func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)
PutScalingPolicyRequest generates a request for the PutScalingPolicy operation.
func (*GameLift) RequestUploadCredentials ¶
func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)
Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.
Call this action only if you need credentials for a build created with CreateBuild. This is a rare situation; in most cases, builds are created using the CLI command upload-build, which creates a build record and also uploads build files.
Upload credentials are returned when you create the build, but they have a limited lifespan. You can get fresh credentials and use them to re-upload game files until the state of that build changes to READY. Once this happens, you must create a brand new build.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.RequestUploadCredentialsInput{ BuildId: aws.String("BuildId"), // Required } resp, err := svc.RequestUploadCredentials(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) RequestUploadCredentialsRequest ¶
func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)
RequestUploadCredentialsRequest generates a request for the RequestUploadCredentials operation.
func (*GameLift) ResolveAlias ¶
func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)
Retrieves the fleet ID that a specified alias is currently pointing to.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.ResolveAliasInput{ AliasId: aws.String("AliasId"), // Required } resp, err := svc.ResolveAlias(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) ResolveAliasRequest ¶
func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)
ResolveAliasRequest generates a request for the ResolveAlias operation.
func (*GameLift) UpdateAlias ¶
func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)
Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.UpdateAliasInput{ AliasId: aws.String("AliasId"), // Required Description: aws.String("NonZeroAndMaxString"), Name: aws.String("NonZeroAndMaxString"), RoutingStrategy: &gamelift.RoutingStrategy{ FleetId: aws.String("FleetId"), Message: aws.String("FreeText"), Type: aws.String("RoutingStrategyType"), }, } resp, err := svc.UpdateAlias(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) UpdateAliasRequest ¶
func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)
UpdateAliasRequest generates a request for the UpdateAlias operation.
func (*GameLift) UpdateBuild ¶
func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)
Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.UpdateBuildInput{ BuildId: aws.String("BuildId"), // Required Name: aws.String("NonZeroAndMaxString"), Version: aws.String("NonZeroAndMaxString"), } resp, err := svc.UpdateBuild(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) UpdateBuildRequest ¶
func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)
UpdateBuildRequest generates a request for the UpdateBuild operation.
func (*GameLift) UpdateFleetAttributes ¶
func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)
Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.UpdateFleetAttributesInput{ FleetId: aws.String("FleetId"), // Required Description: aws.String("NonZeroAndMaxString"), Name: aws.String("NonZeroAndMaxString"), NewGameSessionProtectionPolicy: aws.String("ProtectionPolicy"), } resp, err := svc.UpdateFleetAttributes(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) UpdateFleetAttributesRequest ¶
func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)
UpdateFleetAttributesRequest generates a request for the UpdateFleetAttributes operation.
func (*GameLift) UpdateFleetCapacity ¶
func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)
Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.
If you're using auto-scaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these boundaries, auto-scaling can set capacity anywhere between zero and the service limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift).
To update fleet capacity, specify the fleet ID and the desired number of instances. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception will occur.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.UpdateFleetCapacityInput{ FleetId: aws.String("FleetId"), // Required DesiredInstances: aws.Int64(1), MaxSize: aws.Int64(1), MinSize: aws.Int64(1), } resp, err := svc.UpdateFleetCapacity(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) UpdateFleetCapacityRequest ¶
func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)
UpdateFleetCapacityRequest generates a request for the UpdateFleetCapacity operation.
func (*GameLift) UpdateFleetPortSettings ¶
func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)
Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.UpdateFleetPortSettingsInput{ FleetId: aws.String("FleetId"), // Required InboundPermissionAuthorizations: []*gamelift.IpPermission{ &gamelift.IpPermission{ // Required FromPort: aws.Int64(1), // Required IpRange: aws.String("NonBlankString"), // Required Protocol: aws.String("IpProtocol"), // Required ToPort: aws.Int64(1), // Required }, // More values... }, InboundPermissionRevocations: []*gamelift.IpPermission{ &gamelift.IpPermission{ // Required FromPort: aws.Int64(1), // Required IpRange: aws.String("NonBlankString"), // Required Protocol: aws.String("IpProtocol"), // Required ToPort: aws.Int64(1), // Required }, // More values... }, } resp, err := svc.UpdateFleetPortSettings(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) UpdateFleetPortSettingsRequest ¶
func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)
UpdateFleetPortSettingsRequest generates a request for the UpdateFleetPortSettings operation.
func (*GameLift) UpdateGameSession ¶
func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)
Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.
Example ¶
package main import ( "fmt" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/session" "github.com/aws/aws-sdk-go/service/gamelift" ) func main() { svc := gamelift.New(session.New()) params := &gamelift.UpdateGameSessionInput{ GameSessionId: aws.String("GameSessionId"), // Required MaximumPlayerSessionCount: aws.Int64(1), Name: aws.String("NonZeroAndMaxString"), PlayerSessionCreationPolicy: aws.String("PlayerSessionCreationPolicy"), ProtectionPolicy: aws.String("ProtectionPolicy"), } resp, err := svc.UpdateGameSession(params) if err != nil { // Print the error, cast err to awserr.Error to get the Code and // Message from an error. fmt.Println(err.Error()) return } // Pretty-print the response data. fmt.Println(resp) }
Output:
func (*GameLift) UpdateGameSessionRequest ¶
func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)
UpdateGameSessionRequest generates a request for the UpdateGameSession operation.
type GameProperty ¶
type GameProperty struct { Key *string `type:"string" required:"true"` Value *string `type:"string" required:"true"` // contains filtered or unexported fields }
Set of key-value pairs containing information your game server requires to set up sessions. This object allows you to pass in any set of data needed for your game. For more information, see the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/).
func (GameProperty) GoString ¶
func (s GameProperty) GoString() string
GoString returns the string representation
func (GameProperty) String ¶
func (s GameProperty) String() string
String returns the string representation
func (*GameProperty) Validate ¶
func (s *GameProperty) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GameSession ¶
type GameSession struct { // Time stamp indicating when this object was created. Format is an integer // representing the number of seconds since the Unix epoch (Unix time). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Number of players currently in the game session. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Set of custom properties for the game session. GameProperties []*GameProperty `type:"list"` // Unique identifier for a game session. GameSessionId *string `type:"string"` // IP address of the game session. IpAddress *string `type:"string"` // Maximum number of players allowed in the game session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label associated with this game session. Session names do not // need to be unique. Name *string `min:"1" type:"string"` // Indicates whether or not the game session is accepting new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Current status of the game session. A game session must be in an ACTIVE state // to have player sessions. Status *string `type:"string" enum:"GameSessionStatus"` // Time stamp indicating when this fleet was terminated. Format is an integer // representing the number of seconds since the Unix epoch (Unix time). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Properties describing a game session.
func (GameSession) GoString ¶
func (s GameSession) GoString() string
GoString returns the string representation
func (GameSession) String ¶
func (s GameSession) String() string
String returns the string representation
type GameSessionDetail ¶
type GameSessionDetail struct { // Properties describing a game session. GameSession *GameSession `type:"structure"` // 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 *string `type:"string" enum:"ProtectionPolicy"` // contains filtered or unexported fields }
A game session's properties and the protection policy currently in force.
func (GameSessionDetail) GoString ¶
func (s GameSessionDetail) GoString() string
GoString returns the string representation
func (GameSessionDetail) String ¶
func (s GameSessionDetail) String() string
String returns the string representation
type GetGameSessionLogUrlInput ¶
type GetGameSessionLogUrlInput struct { // Unique identifier for a game session. Specify the game session you want to // get logs for. GameSessionId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (GetGameSessionLogUrlInput) GoString ¶
func (s GetGameSessionLogUrlInput) GoString() string
GoString returns the string representation
func (GetGameSessionLogUrlInput) String ¶
func (s GetGameSessionLogUrlInput) String() string
String returns the string representation
func (*GetGameSessionLogUrlInput) Validate ¶
func (s *GetGameSessionLogUrlInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GetGameSessionLogUrlOutput ¶
type GetGameSessionLogUrlOutput struct { // Location of the requested game session logs, available for download. PreSignedUrl *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (GetGameSessionLogUrlOutput) GoString ¶
func (s GetGameSessionLogUrlOutput) GoString() string
GoString returns the string representation
func (GetGameSessionLogUrlOutput) String ¶
func (s GetGameSessionLogUrlOutput) String() string
String returns the string representation
type IpPermission ¶
type IpPermission struct { // Starting value for a range of allowed port numbers. FromPort *int64 `min:"1025" type:"integer" required:"true"` // Range of allowed IP addresses. This value must be expressed in CIDR notation // (https://tools.ietf.org/id/cidr). Example: "000.000.000.000/[subnet mask]" // or optionally the shortened version "0.0.0.0/[subnet mask]". IpRange *string `type:"string" required:"true"` // Network communication protocol used by the fleet. Protocol *string `type:"string" required:"true" enum:"IpProtocol"` // Ending value for a range of allowed port numbers. Port numbers are end-inclusive. // This value must be higher than FromPort. ToPort *int64 `min:"1025" type:"integer" required:"true"` // contains filtered or unexported fields }
IP addresses and port settings used to limit access by incoming traffic (players) to a fleet. Permissions specify a range of IP addresses and port settings that must be used to gain access to a game server on a fleet machine.
func (IpPermission) GoString ¶
func (s IpPermission) GoString() string
GoString returns the string representation
func (IpPermission) String ¶
func (s IpPermission) String() string
String returns the string representation
func (*IpPermission) Validate ¶
func (s *IpPermission) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListAliasesInput ¶
type ListAliasesInput struct { // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Descriptive label associated with this alias. Alias names do not need to // be unique. Name *string `min:"1" type:"string"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Type of routing to filter results on. Use this parameter to retrieve only // aliases of a certain type. To retrieve all aliases, leave this parameter // empty. Possible routing types include: SIMPLE: The alias resolves to one // specific fleet. Use this type when routing to active fleets.TERMINAL: The // alias does not resolve to a fleet but instead can be used to display a message // to the user. A terminal alias throws a TerminalRoutingStrategyException with // the RoutingStrategy message embedded. RoutingStrategyType *string `type:"string" enum:"RoutingStrategyType"` // contains filtered or unexported fields }
Represents the input for a request action.
func (ListAliasesInput) GoString ¶
func (s ListAliasesInput) GoString() string
GoString returns the string representation
func (ListAliasesInput) String ¶
func (s ListAliasesInput) String() string
String returns the string representation
func (*ListAliasesInput) Validate ¶
func (s *ListAliasesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListAliasesOutput ¶
type ListAliasesOutput struct { // Collection of alias records that match the list request. Aliases []*Alias `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (ListAliasesOutput) GoString ¶
func (s ListAliasesOutput) GoString() string
GoString returns the string representation
func (ListAliasesOutput) String ¶
func (s ListAliasesOutput) String() string
String returns the string representation
type ListBuildsInput ¶
type ListBuildsInput struct { // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Build state to filter results on. Use this parameter to retrieve builds in // a certain state. To retrieve all builds, leave this parameter empty. Possible // build states include: INITIALIZED: A new build has been defined, but no files // have been uploaded. You cannot create fleets for builds that are in this // state. When a build is successfully created, the build state 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 *string `type:"string" enum:"BuildStatus"` // contains filtered or unexported fields }
Represents the input for a request action.
func (ListBuildsInput) GoString ¶
func (s ListBuildsInput) GoString() string
GoString returns the string representation
func (ListBuildsInput) String ¶
func (s ListBuildsInput) String() string
String returns the string representation
func (*ListBuildsInput) Validate ¶
func (s *ListBuildsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListBuildsOutput ¶
type ListBuildsOutput struct { // Collection of build records that match the request. Builds []*Build `type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (ListBuildsOutput) GoString ¶
func (s ListBuildsOutput) GoString() string
GoString returns the string representation
func (ListBuildsOutput) String ¶
func (s ListBuildsOutput) String() string
String returns the string representation
type ListFleetsInput ¶
type ListFleetsInput struct { // Unique identifier of the build to return fleets for. Use this parameter to // return only fleets using the specified build. To retrieve all fleets, leave // this parameter empty. BuildId *string `type:"string"` // Maximum number of results to return. You can use this parameter with NextToken // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token indicating the start of the next sequential page of results. Use the // token that is returned with a previous call to this action. To specify the // start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (ListFleetsInput) GoString ¶
func (s ListFleetsInput) GoString() string
GoString returns the string representation
func (ListFleetsInput) String ¶
func (s ListFleetsInput) String() string
String returns the string representation
func (*ListFleetsInput) Validate ¶
func (s *ListFleetsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListFleetsOutput ¶
type ListFleetsOutput struct { // Set of fleet IDs matching the list request. You can retrieve additional information // about all returned fleets by passing this result set to a call to DescribeFleetAttributes, // DescribeFleetCapacity, and DescribeFleetUtilization. FleetIds []*string `min:"1" type:"list"` // Token indicating where to resume retrieving results on the next call to this // action. If no token is returned, these results represent the end of the list. // // If a request has a limit that exactly matches the number of remaining results, // a token is returned even though there are no more results to retrieve. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (ListFleetsOutput) GoString ¶
func (s ListFleetsOutput) GoString() string
GoString returns the string representation
func (ListFleetsOutput) String ¶
func (s ListFleetsOutput) String() string
String returns the string representation
type PlayerSession ¶
type PlayerSession struct { // Time stamp indicating when this object was created. Format is an integer // representing the number of seconds since the Unix epoch (Unix time). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Unique identifier for a game session. GameSessionId *string `type:"string"` // Game session IP address. All player sessions reference the game session location. IpAddress *string `type:"string"` // Unique identifier for a player. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // Current status of the player session. Possible player session states include: // RESERVED: The player session request has been received, but the player has // not yet connected to the game server and/or been validated. ACTIVE: The player // has been validated by the game server 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 time-out limit (60 seconds). Status *string `type:"string" enum:"PlayerSessionStatus"` // Time stamp indicating when this fleet was terminated. Format is an integer // representing the number of seconds since the Unix epoch (Unix time). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Properties describing a player session.
func (PlayerSession) GoString ¶
func (s PlayerSession) GoString() string
GoString returns the string representation
func (PlayerSession) String ¶
func (s PlayerSession) String() string
String returns the string representation
type PutScalingPolicyInput ¶
type PutScalingPolicyInput struct { // Comparison operator to use when measuring the metric against the threshold // value. ComparisonOperator *string `type:"string" required:"true" enum:"ComparisonOperatorType"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer" required:"true"` // Unique identity for the fleet to scale with this policy. FleetId *string `type:"string" required:"true"` // Name of the Service-defined metric that is used to trigger an adjustment. // ActivatingGameSessions: number of game sessions in the process of being // created (game session status = ACTIVATING). ActiveGameSessions: number of // game sessions currently running (game session status = ACTIVE). CurrentPlayerSessions: // number of active or reserved player sessions (player session status = ACTIVE // or RESERVED). AvailablePlayerSessions: number of player session slots currently // available in active game sessions across the fleet, calculated by subtracting // a game session's current player session count from its maximum player session // count. This number includes game sessions that are not currently accepting // players (game session PlayerSessionCreationPolicy = DENY_ALL). ActiveInstances: // number of instances currently running a game session. IdleInstances: number // of instances not currently running a game session. MetricName *string `type:"string" required:"true" enum:"MetricName"` // Descriptive label associated with this scaling policy. Policy names do not // need to be unique. A fleet can have only one scaling policy with the same // name. Name *string `min:"1" type:"string" required:"true"` // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer" required:"true"` // Type of adjustment to make to a fleet's instance count (see FleetCapacity): // ChangeInCapacity: add (or subtract) the scaling adjustment value from the // current instance count. Positive values scale up while negative values scale // down. ExactCapacity: set the instance count to the scaling adjustment value. // PercentChangeInCapacity: increase or reduce the current instance count by // the scaling adjustment, read as a percentage. Positive values scale up while // negative values scale down; for example, a value of "-10" scales the fleet // down by 10%. ScalingAdjustmentType *string `type:"string" required:"true" enum:"ScalingAdjustmentType"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (PutScalingPolicyInput) GoString ¶
func (s PutScalingPolicyInput) GoString() string
GoString returns the string representation
func (PutScalingPolicyInput) String ¶
func (s PutScalingPolicyInput) String() string
String returns the string representation
func (*PutScalingPolicyInput) Validate ¶
func (s *PutScalingPolicyInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type PutScalingPolicyOutput ¶
type PutScalingPolicyOutput struct { // Descriptive label associated with this scaling policy. Policy names do not // need to be unique. Name *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (PutScalingPolicyOutput) GoString ¶
func (s PutScalingPolicyOutput) GoString() string
GoString returns the string representation
func (PutScalingPolicyOutput) String ¶
func (s PutScalingPolicyOutput) String() string
String returns the string representation
type RequestUploadCredentialsInput ¶
type RequestUploadCredentialsInput struct { // Unique identifier for the build you want to get credentials for. BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (RequestUploadCredentialsInput) GoString ¶
func (s RequestUploadCredentialsInput) GoString() string
GoString returns the string representation
func (RequestUploadCredentialsInput) String ¶
func (s RequestUploadCredentialsInput) String() string
String returns the string representation
func (*RequestUploadCredentialsInput) Validate ¶
func (s *RequestUploadCredentialsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type RequestUploadCredentialsOutput ¶
type RequestUploadCredentialsOutput struct { // Amazon S3 path and key, identifying where the game build files are stored. StorageLocation *S3Location `type:"structure"` // AWS credentials required when uploading a game build to the storage location. // These credentials have a limited lifespan and are valid only for the build // they were issued for. UploadCredentials *AwsCredentials `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (RequestUploadCredentialsOutput) GoString ¶
func (s RequestUploadCredentialsOutput) GoString() string
GoString returns the string representation
func (RequestUploadCredentialsOutput) String ¶
func (s RequestUploadCredentialsOutput) String() string
String returns the string representation
type ResolveAliasInput ¶
type ResolveAliasInput struct { // Unique identifier for the alias you want to resolve. AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (ResolveAliasInput) GoString ¶
func (s ResolveAliasInput) GoString() string
GoString returns the string representation
func (ResolveAliasInput) String ¶
func (s ResolveAliasInput) String() string
String returns the string representation
func (*ResolveAliasInput) Validate ¶
func (s *ResolveAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ResolveAliasOutput ¶
type ResolveAliasOutput struct { // Fleet ID associated with the requested alias. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (ResolveAliasOutput) GoString ¶
func (s ResolveAliasOutput) GoString() string
GoString returns the string representation
func (ResolveAliasOutput) String ¶
func (s ResolveAliasOutput) String() string
String returns the string representation
type RoutingStrategy ¶
type RoutingStrategy struct { // Unique identifier for a fleet. FleetId *string `type:"string"` // Message text to be used with a terminal routing strategy. Message *string `type:"string"` // Type of routing strategy. Possible routing types include: 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 *string `type:"string" enum:"RoutingStrategyType"` // contains filtered or unexported fields }
Routing configuration for a fleet alias.
func (RoutingStrategy) GoString ¶
func (s RoutingStrategy) GoString() string
GoString returns the string representation
func (RoutingStrategy) String ¶
func (s RoutingStrategy) String() string
String returns the string representation
type S3Location ¶
type S3Location struct { // Amazon S3 bucket identifier. Bucket *string `min:"1" type:"string"` // Amazon S3 bucket key. Key *string `min:"1" type:"string"` RoleArn *string `min:"1" type:"string"` // contains filtered or unexported fields }
Location in Amazon Simple Storage Service (Amazon S3) where a build's files are stored. This location is assigned in response to a CreateBuild call, and is always in the same region as the service used to create the build. For more details see the Amazon S3 documentation (http://aws.amazon.com/documentation/s3/).
func (S3Location) GoString ¶
func (s S3Location) GoString() string
GoString returns the string representation
func (S3Location) String ¶
func (s S3Location) String() string
String returns the string representation
func (*S3Location) Validate ¶
func (s *S3Location) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ScalingPolicy ¶
type ScalingPolicy struct { // Comparison operator to use when measuring a metric against the threshold // value. ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` // Unique identity for the fleet associated with this scaling policy. FleetId *string `type:"string"` // Name of the GameLift-defined metric that is used to trigger an adjustment. // ActivatingGameSessions: number of game sessions in the process of being // created (game session status = ACTIVATING). ActiveGameSessions: number of // game sessions currently running (game session status = ACTIVE). CurrentPlayerSessions: // number of active or reserved player sessions (player session status = ACTIVE // or RESERVED). AvailablePlayerSessions: number of player session slots currently // available in active game sessions across the fleet, calculated by subtracting // a game session's current player session count from its maximum player session // count. This number does include game sessions that are not currently accepting // players (game session PlayerSessionCreationPolicy = DENY_ALL). ActiveInstances: // number of instances currently running a game session. IdleInstances: number // of instances not currently running a game session. MetricName *string `type:"string" enum:"MetricName"` // Descriptive label associated with this scaling policy. Policy names do not // need to be unique. Name *string `min:"1" type:"string"` // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer"` // 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 *string `type:"string" enum:"ScalingAdjustmentType"` // Current status of the scaling policy. The scaling policy is only in force // when in an Active state. ACTIVE: The scaling policy is currently in force. // UPDATEREQUESTED: A request to update the scaling policy has been received. // UPDATING: A change is being made to the scaling policy. DELETEREQUESTED: // A request to delete the scaling policy has been received. DELETING: The scaling // policy is being deleted. DELETED: The scaling policy has been deleted. ERROR: // An error occurred in creating the policy. It should be removed and recreated. Status *string `type:"string" enum:"ScalingStatusType"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` // 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.
func (ScalingPolicy) GoString ¶
func (s ScalingPolicy) GoString() string
GoString returns the string representation
func (ScalingPolicy) String ¶
func (s ScalingPolicy) String() string
String returns the string representation
type UpdateAliasInput ¶
type UpdateAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to update. AliasId *string `type:"string" required:"true"` // Human-readable description of the alias. Description *string `min:"1" type:"string"` // Descriptive label associated with this alias. Alias names do not need to // be unique. Name *string `min:"1" type:"string"` // Object specifying the fleet and routing type to use for the alias. RoutingStrategy *RoutingStrategy `type:"structure"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateAliasInput) GoString ¶
func (s UpdateAliasInput) GoString() string
GoString returns the string representation
func (UpdateAliasInput) String ¶
func (s UpdateAliasInput) String() string
String returns the string representation
func (*UpdateAliasInput) Validate ¶
func (s *UpdateAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateAliasOutput ¶
type UpdateAliasOutput struct { // Object containing the updated alias configuration. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateAliasOutput) GoString ¶
func (s UpdateAliasOutput) GoString() string
GoString returns the string representation
func (UpdateAliasOutput) String ¶
func (s UpdateAliasOutput) String() string
String returns the string representation
type UpdateBuildInput ¶
type UpdateBuildInput struct { // Unique identifier for the build you want to update. BuildId *string `type:"string" required:"true"` // Descriptive label associated with this build. Build names do not need to // be unique. Name *string `min:"1" type:"string"` // Version associated with this build. Version strings do not need to be unique // to a build. Version *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateBuildInput) GoString ¶
func (s UpdateBuildInput) GoString() string
GoString returns the string representation
func (UpdateBuildInput) String ¶
func (s UpdateBuildInput) String() string
String returns the string representation
func (*UpdateBuildInput) Validate ¶
func (s *UpdateBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateBuildOutput ¶
type UpdateBuildOutput struct { // Object containing the updated build record. Build *Build `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateBuildOutput) GoString ¶
func (s UpdateBuildOutput) GoString() string
GoString returns the string representation
func (UpdateBuildOutput) String ¶
func (s UpdateBuildOutput) String() string
String returns the string representation
type UpdateFleetAttributesInput ¶
type UpdateFleetAttributesInput struct { // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // Unique identifier for the fleet you want to update attribute metadata for. FleetId *string `type:"string" required:"true"` // Descriptive label associated with this fleet. Fleet names do not need to // be unique. Name *string `min:"1" type:"string"` // Game session protection policy to apply to all new instances created in this // fleet. Instances that already exist will not be affected. You can set protection // for individual instances using UpdateGameSession. NoProtection: The game // session can be terminated during a scale-down event. FullProtection: If the // game session is in an ACTIVE status, it cannot be terminated during a scale-down // event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateFleetAttributesInput) GoString ¶
func (s UpdateFleetAttributesInput) GoString() string
GoString returns the string representation
func (UpdateFleetAttributesInput) String ¶
func (s UpdateFleetAttributesInput) String() string
String returns the string representation
func (*UpdateFleetAttributesInput) Validate ¶
func (s *UpdateFleetAttributesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetAttributesOutput ¶
type UpdateFleetAttributesOutput struct { // Unique identifier for the updated fleet. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateFleetAttributesOutput) GoString ¶
func (s UpdateFleetAttributesOutput) GoString() string
GoString returns the string representation
func (UpdateFleetAttributesOutput) String ¶
func (s UpdateFleetAttributesOutput) String() string
String returns the string representation
type UpdateFleetCapacityInput ¶
type UpdateFleetCapacityInput struct { // Number of EC2 instances you want this fleet to host. DesiredInstances *int64 `type:"integer"` // Unique identifier for the fleet you want to update capacity for. FleetId *string `type:"string" required:"true"` // Maximum value allowed for the fleet's instance count. Default if not set // is 1. MaxSize *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. Default if not set // is 0. MinSize *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateFleetCapacityInput) GoString ¶
func (s UpdateFleetCapacityInput) GoString() string
GoString returns the string representation
func (UpdateFleetCapacityInput) String ¶
func (s UpdateFleetCapacityInput) String() string
String returns the string representation
func (*UpdateFleetCapacityInput) Validate ¶
func (s *UpdateFleetCapacityInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetCapacityOutput ¶
type UpdateFleetCapacityOutput struct { // Unique identifier for the updated fleet. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateFleetCapacityOutput) GoString ¶
func (s UpdateFleetCapacityOutput) GoString() string
GoString returns the string representation
func (UpdateFleetCapacityOutput) String ¶
func (s UpdateFleetCapacityOutput) String() string
String returns the string representation
type UpdateFleetPortSettingsInput ¶
type UpdateFleetPortSettingsInput struct { // Unique identifier for the fleet you want to update port settings for. FleetId *string `type:"string" required:"true"` // Collection of port settings to be added to the fleet record. InboundPermissionAuthorizations []*IpPermission `type:"list"` // Collection of port settings to be removed from the fleet record. InboundPermissionRevocations []*IpPermission `type:"list"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateFleetPortSettingsInput) GoString ¶
func (s UpdateFleetPortSettingsInput) GoString() string
GoString returns the string representation
func (UpdateFleetPortSettingsInput) String ¶
func (s UpdateFleetPortSettingsInput) String() string
String returns the string representation
func (*UpdateFleetPortSettingsInput) Validate ¶
func (s *UpdateFleetPortSettingsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetPortSettingsOutput ¶
type UpdateFleetPortSettingsOutput struct { // Unique identifier for the updated fleet. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateFleetPortSettingsOutput) GoString ¶
func (s UpdateFleetPortSettingsOutput) GoString() string
GoString returns the string representation
func (UpdateFleetPortSettingsOutput) String ¶
func (s UpdateFleetPortSettingsOutput) String() string
String returns the string representation
type UpdateGameSessionInput ¶
type UpdateGameSessionInput struct { // Unique identifier for a game session. Specify the game session you want to // update. GameSessionId *string `type:"string" required:"true"` // Maximum number of players that can be simultaneously connected to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label associated with this game session. Session names do not // need to be unique. Name *string `min:"1" type:"string"` // Policy determining whether or not the game session accepts new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Game session protection policy to apply to this game session only. NoProtection: // The game session can be terminated during a scale-down event. FullProtection: // If the game session is in an ACTIVE status, it cannot be terminated during // a scale-down event. ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateGameSessionInput) GoString ¶
func (s UpdateGameSessionInput) GoString() string
GoString returns the string representation
func (UpdateGameSessionInput) String ¶
func (s UpdateGameSessionInput) String() string
String returns the string representation
func (*UpdateGameSessionInput) Validate ¶
func (s *UpdateGameSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateGameSessionOutput ¶
type UpdateGameSessionOutput struct { // Object containing the updated game session metadata. GameSession *GameSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateGameSessionOutput) GoString ¶
func (s UpdateGameSessionOutput) GoString() string
GoString returns the string representation
func (UpdateGameSessionOutput) String ¶
func (s UpdateGameSessionOutput) String() string
String returns the string representation
Directories ¶
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Package gameliftiface provides an interface for the Amazon GameLift.
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Package gameliftiface provides an interface for the Amazon GameLift. |