Documentation ¶
Overview ¶
Package gamelift provides the client and types for making API requests to Amazon GameLift.
Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Use Amazon GameLift for these tasks: (1) set up computing resources and deploy your game servers, (2) run game sessions and get players into games, (3) automatically scale your resources to meet player demand and manage costs, and (4) track in-depth metrics on game server performance and player usage.
The Amazon GameLift service API includes two important function sets:
Manage game sessions and player access -- Retrieve information on available game sessions; create new game sessions; send player requests to join a game session.
Configure and manage game server resources -- Manage builds, fleets, queues, and aliases; set auto-scaling policies; retrieve logs and metrics.
This reference guide describes the low-level service API for Amazon GameLift. You can use the API functionality with these tools:
The Amazon Web Services software development kit (AWS SDK (http://aws.amazon.com/tools/#sdk)) is available in multiple languages (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-supported.html#gamelift-supported-clients) including C++ and C#. Use the SDK to access the API programmatically from an application, such as a game client.
The AWS command-line interface (http://aws.amazon.com/cli/) (CLI) tool is primarily useful for handling administrative actions, such as setting up and managing Amazon GameLift settings and resources. You can use the AWS CLI to manage all of your AWS services.
The AWS Management Console (https://console.aws.amazon.com/gamelift/home) for Amazon GameLift provides a web interface to manage your Amazon GameLift settings and resources. The console includes a dashboard for tracking key resources, including builds and fleets, and displays usage and performance metrics for your games as customizable graphs.
Amazon GameLift Local is a tool for testing your game's integration with Amazon GameLift before deploying it on the service. This tools supports a subset of key API actions, which can be called from either the AWS CLI or programmatically. See Testing an Integration (http://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing-local.html).
Learn more
Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/) -- Read about Amazon GameLift features and how to use them.
Tutorials (https://gamedev.amazon.com/forums/tutorials) -- Get started fast with walkthroughs and sample projects.
GameDev Blog (http://aws.amazon.com/blogs/gamedev/) -- Stay up to date with new features and techniques.
GameDev Forums (https://gamedev.amazon.com/forums/spaces/123/gamelift-discussion.html) -- Connect with the GameDev community.
Release notes (http://aws.amazon.com/releasenotes/Amazon-GameLift/) and document history (http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html) -- Stay current with updates to the Amazon GameLift service, SDKs, and documentation.
API SUMMARY ¶
This list offers a functional overview of the Amazon GameLift service API.
Managing Games and Players ¶
Use these actions to start new game sessions, find existing game sessions, track game session status and other information, and enable player access to game sessions.
- Discover existing game sessions
SearchGameSessions -- Retrieve all available game sessions or search for
game sessions that match a set of criteria. * Start new game sessions
Start new games with Queues to find the best available hosting resources
across multiple regions, minimize player latency, and balance game session activity for efficiency and cost effectiveness.
StartGameSessionPlacement -- Request a new game session placement and add
one or more players to it.
DescribeGameSessionPlacement -- Get details on a placement request, including
status.
StopGameSessionPlacement -- Cancel a placement request.
CreateGameSession -- Start a new game session on a specific fleet. Available
in Amazon GameLift Local. * Match players to game sessions with FlexMatch matchmaking
StartMatchmaking -- Request matchmaking for one players or a group who want
to play together.
StartMatchBackfill - Request additional player matches to fill empty slots
in an existing game session.
DescribeMatchmaking -- Get details on a matchmaking request, including status.
AcceptMatch -- Register that a player accepts a proposed match, for matches
that require player acceptance.
StopMatchmaking -- Cancel a matchmaking request.
- Manage game session data
DescribeGameSessions -- Retrieve metadata for one or more game sessions,
including length of time active and current player count. Available in Amazon GameLift Local.
DescribeGameSessionDetails -- Retrieve metadata and the game session protection
setting for one or more game sessions.
UpdateGameSession -- Change game session settings, such as maximum player
count and join policy.
GetGameSessionLogUrl -- Get the location of saved logs for a game session.
- Manage player sessions
CreatePlayerSession -- Send a request for a player to join a game session.
Available in Amazon GameLift Local.
CreatePlayerSessions -- Send a request for multiple players to join a game
session. Available in Amazon GameLift Local.
DescribePlayerSessions -- Get details on player activity, including status,
playing time, and player data. Available in Amazon GameLift Local.
Setting Up and Managing Game Servers ¶
When setting up Amazon GameLift resources for your game, you first create a game build (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) and upload it to Amazon GameLift. You can then use these actions to configure and manage a fleet of resources to run your game servers, scale capacity to meet player demand, access performance and utilization metrics, and more.
- Manage game builds
CreateBuild -- Create a new build using files stored in an Amazon S3 bucket.
To create a build and upload files from a local path, use the AWS CLI command upload-build.
ListBuilds -- Get a list of all builds uploaded to a Amazon GameLift region.
DescribeBuild -- Retrieve information associated with a build.
UpdateBuild -- Change build metadata, including build name and version.
DeleteBuild -- Remove a build from Amazon GameLift.
- Manage fleets
CreateFleet -- Configure and activate a new fleet to run a build's game servers.
ListFleets -- Get a list of all fleet IDs in a Amazon GameLift region (all
statuses).
DeleteFleet -- Terminate a fleet that is no longer running game servers or
hosting players.
View / update fleet configurations.
DescribeFleetAttributes / UpdateFleetAttributes -- View or change a fleet's
metadata and settings for game session protection and resource creation limits.
DescribeFleetPortSettings / UpdateFleetPortSettings -- View or change the
inbound permissions (IP address and port setting ranges) allowed for a fleet.
DescribeRuntimeConfiguration / UpdateRuntimeConfiguration -- View or change
what server processes (and how many) to run on each instance in a fleet. * Control fleet capacity
DescribeEC2InstanceLimits -- Retrieve maximum number of instances allowed
for the current AWS account and the current usage level.
DescribeFleetCapacity / UpdateFleetCapacity -- Retrieve the capacity settings
and the current number of instances in a fleet; adjust fleet capacity settings to scale up or down.
Autoscale -- Manage auto-scaling rules and apply them to a fleet.
PutScalingPolicy -- Create a new auto-scaling policy, or update an existing
one.
DescribeScalingPolicies -- Retrieve an existing auto-scaling policy.
DeleteScalingPolicy -- Delete an auto-scaling policy and stop it from affecting
a fleet's capacity.
StartFleetActions -- Restart a fleet's auto-scaling policies.
StopFleetActions -- Suspend a fleet's auto-scaling policies.
- Manage VPC peering connections for fleets
CreateVpcPeeringAuthorization -- Authorize a peering connection to one of
your VPCs.
DescribeVpcPeeringAuthorizations -- Retrieve valid peering connection authorizations.
DeleteVpcPeeringAuthorization -- Delete a peering connection authorization.
CreateVpcPeeringConnection -- Establish a peering connection between the
VPC for a Amazon GameLift fleet and one of your VPCs.
DescribeVpcPeeringConnections -- Retrieve information on active or pending
VPC peering connections with a Amazon GameLift fleet.
DeleteVpcPeeringConnection -- Delete a VPC peering connection with a Amazon
GameLift fleet. * Access fleet activity statistics
DescribeFleetUtilization -- Get current data on the number of server processes,
game sessions, and players currently active on a fleet.
DescribeFleetEvents -- Get a fleet's logged events for a specified time span.
DescribeGameSessions -- Retrieve metadata associated with one or more game
sessions, including length of time active and current player count. * Remotely access an instance
DescribeInstances -- Get information on each instance in a fleet, including
instance ID, IP address, and status.
GetInstanceAccess -- Request access credentials needed to remotely connect
to a specified instance in a fleet. * Manage fleet aliases
CreateAlias -- Define a new alias and optionally assign it to a fleet.
ListAliases -- Get all fleet aliases defined in a Amazon GameLift region.
DescribeAlias -- Retrieve information on an existing alias.
UpdateAlias -- Change settings for a alias, such as redirecting it from one
fleet to another.
DeleteAlias -- Remove an alias from the region.
ResolveAlias -- Get the fleet ID that a specified alias points to.
- Manage game session queues
CreateGameSessionQueue -- Create a queue for processing requests for new
game sessions.
DescribeGameSessionQueues -- Retrieve game session queues defined in a Amazon
GameLift region.
UpdateGameSessionQueue -- Change the configuration of a game session queue.
DeleteGameSessionQueue -- Remove a game session queue from the region.
- Manage FlexMatch resources
CreateMatchmakingConfiguration -- Create a matchmaking configuration with
instructions for building a player group and placing in a new game session.
DescribeMatchmakingConfigurations -- Retrieve matchmaking configurations
defined a Amazon GameLift region.
UpdateMatchmakingConfiguration -- Change settings for matchmaking configuration.
queue.
DeleteMatchmakingConfiguration -- Remove a matchmaking configuration from
the region.
CreateMatchmakingRuleSet -- Create a set of rules to use when searching for
player matches.
DescribeMatchmakingRuleSets -- Retrieve matchmaking rule sets defined in
a Amazon GameLift region.
ValidateMatchmakingRuleSet -- Verify syntax for a set of matchmaking rules.
See https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01 for more information on this service.
See gamelift package documentation for more information. https://docs.aws.amazon.com/sdk-for-go/api/service/gamelift/
Using the Client ¶
To contact Amazon GameLift with the SDK use the New function to create a new service client. With that client you can make API requests to the service. These clients are safe to use concurrently.
See the SDK's documentation for more information on how to use the SDK. https://docs.aws.amazon.com/sdk-for-go/api/
See aws.Config documentation for more information on configuring SDK clients. https://docs.aws.amazon.com/sdk-for-go/api/aws/#Config
See the Amazon GameLift client GameLift for more information on creating client for this service. https://docs.aws.amazon.com/sdk-for-go/api/service/gamelift/#New
Index ¶
- Constants
- type AcceptMatchInput
- func (s AcceptMatchInput) GoString() string
- func (s *AcceptMatchInput) SetAcceptanceType(v string) *AcceptMatchInput
- func (s *AcceptMatchInput) SetPlayerIds(v []*string) *AcceptMatchInput
- func (s *AcceptMatchInput) SetTicketId(v string) *AcceptMatchInput
- func (s AcceptMatchInput) String() string
- func (s *AcceptMatchInput) Validate() error
- type AcceptMatchOutput
- type Alias
- func (s Alias) GoString() string
- func (s *Alias) SetAliasArn(v string) *Alias
- func (s *Alias) SetAliasId(v string) *Alias
- func (s *Alias) SetCreationTime(v time.Time) *Alias
- func (s *Alias) SetDescription(v string) *Alias
- func (s *Alias) SetLastUpdatedTime(v time.Time) *Alias
- func (s *Alias) SetName(v string) *Alias
- func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias
- func (s Alias) String() string
- type AttributeValue
- func (s AttributeValue) GoString() string
- func (s *AttributeValue) SetN(v float64) *AttributeValue
- func (s *AttributeValue) SetS(v string) *AttributeValue
- func (s *AttributeValue) SetSDM(v map[string]*float64) *AttributeValue
- func (s *AttributeValue) SetSL(v []*string) *AttributeValue
- func (s AttributeValue) String() string
- func (s *AttributeValue) Validate() error
- type AwsCredentials
- type Build
- func (s Build) GoString() string
- func (s *Build) SetBuildId(v string) *Build
- func (s *Build) SetCreationTime(v time.Time) *Build
- func (s *Build) SetName(v string) *Build
- func (s *Build) SetOperatingSystem(v string) *Build
- func (s *Build) SetSizeOnDisk(v int64) *Build
- func (s *Build) SetStatus(v string) *Build
- func (s *Build) SetVersion(v string) *Build
- func (s Build) String() string
- type CreateAliasInput
- func (s CreateAliasInput) GoString() string
- func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput
- func (s *CreateAliasInput) SetName(v string) *CreateAliasInput
- func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput
- func (s CreateAliasInput) String() string
- func (s *CreateAliasInput) Validate() error
- type CreateAliasOutput
- type CreateBuildInput
- func (s CreateBuildInput) GoString() string
- func (s *CreateBuildInput) SetName(v string) *CreateBuildInput
- func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput
- func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput
- func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput
- func (s CreateBuildInput) String() string
- func (s *CreateBuildInput) Validate() error
- type CreateBuildOutput
- func (s CreateBuildOutput) GoString() string
- func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput
- func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput
- func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput
- func (s CreateBuildOutput) String() string
- type CreateFleetInput
- func (s CreateFleetInput) GoString() string
- func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput
- func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetFleetType(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput
- func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput
- func (s *CreateFleetInput) SetName(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetPeerVpcAwsAccountId(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetPeerVpcId(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput
- func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput
- func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput
- func (s CreateFleetInput) String() string
- func (s *CreateFleetInput) Validate() error
- type CreateFleetOutput
- type CreateGameSessionInput
- func (s CreateGameSessionInput) GoString() string
- func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetGameSessionData(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput
- func (s CreateGameSessionInput) String() string
- func (s *CreateGameSessionInput) Validate() error
- type CreateGameSessionOutput
- type CreateGameSessionQueueInput
- func (s CreateGameSessionQueueInput) GoString() string
- func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput
- func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput
- func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput
- func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput
- func (s CreateGameSessionQueueInput) String() string
- func (s *CreateGameSessionQueueInput) Validate() error
- type CreateGameSessionQueueOutput
- type CreateMatchmakingConfigurationInput
- func (s CreateMatchmakingConfigurationInput) GoString() string
- func (s *CreateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetCustomEventData(v string) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetDescription(v string) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetGameSessionData(v string) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetName(v string) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetNotificationTarget(v string) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput
- func (s *CreateMatchmakingConfigurationInput) SetRuleSetName(v string) *CreateMatchmakingConfigurationInput
- func (s CreateMatchmakingConfigurationInput) String() string
- func (s *CreateMatchmakingConfigurationInput) Validate() error
- type CreateMatchmakingConfigurationOutput
- type CreateMatchmakingRuleSetInput
- func (s CreateMatchmakingRuleSetInput) GoString() string
- func (s *CreateMatchmakingRuleSetInput) SetName(v string) *CreateMatchmakingRuleSetInput
- func (s *CreateMatchmakingRuleSetInput) SetRuleSetBody(v string) *CreateMatchmakingRuleSetInput
- func (s CreateMatchmakingRuleSetInput) String() string
- func (s *CreateMatchmakingRuleSetInput) Validate() error
- type CreateMatchmakingRuleSetOutput
- type CreatePlayerSessionInput
- func (s CreatePlayerSessionInput) GoString() string
- func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput
- func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput
- func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput
- func (s CreatePlayerSessionInput) String() string
- func (s *CreatePlayerSessionInput) Validate() error
- type CreatePlayerSessionOutput
- type CreatePlayerSessionsInput
- func (s CreatePlayerSessionsInput) GoString() string
- func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput
- func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput
- func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput
- func (s CreatePlayerSessionsInput) String() string
- func (s *CreatePlayerSessionsInput) Validate() error
- type CreatePlayerSessionsOutput
- type CreateVpcPeeringAuthorizationInput
- func (s CreateVpcPeeringAuthorizationInput) GoString() string
- func (s *CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *CreateVpcPeeringAuthorizationInput
- func (s *CreateVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *CreateVpcPeeringAuthorizationInput
- func (s CreateVpcPeeringAuthorizationInput) String() string
- func (s *CreateVpcPeeringAuthorizationInput) Validate() error
- type CreateVpcPeeringAuthorizationOutput
- type CreateVpcPeeringConnectionInput
- func (s CreateVpcPeeringConnectionInput) GoString() string
- func (s *CreateVpcPeeringConnectionInput) SetFleetId(v string) *CreateVpcPeeringConnectionInput
- func (s *CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId(v string) *CreateVpcPeeringConnectionInput
- func (s *CreateVpcPeeringConnectionInput) SetPeerVpcId(v string) *CreateVpcPeeringConnectionInput
- func (s CreateVpcPeeringConnectionInput) String() string
- func (s *CreateVpcPeeringConnectionInput) Validate() error
- type CreateVpcPeeringConnectionOutput
- type DeleteAliasInput
- type DeleteAliasOutput
- type DeleteBuildInput
- type DeleteBuildOutput
- type DeleteFleetInput
- type DeleteFleetOutput
- type DeleteGameSessionQueueInput
- type DeleteGameSessionQueueOutput
- type DeleteMatchmakingConfigurationInput
- type DeleteMatchmakingConfigurationOutput
- type DeleteScalingPolicyInput
- func (s DeleteScalingPolicyInput) GoString() string
- func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput
- func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput
- func (s DeleteScalingPolicyInput) String() string
- func (s *DeleteScalingPolicyInput) Validate() error
- type DeleteScalingPolicyOutput
- type DeleteVpcPeeringAuthorizationInput
- func (s DeleteVpcPeeringAuthorizationInput) GoString() string
- func (s *DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *DeleteVpcPeeringAuthorizationInput
- func (s *DeleteVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *DeleteVpcPeeringAuthorizationInput
- func (s DeleteVpcPeeringAuthorizationInput) String() string
- func (s *DeleteVpcPeeringAuthorizationInput) Validate() error
- type DeleteVpcPeeringAuthorizationOutput
- type DeleteVpcPeeringConnectionInput
- func (s DeleteVpcPeeringConnectionInput) GoString() string
- func (s *DeleteVpcPeeringConnectionInput) SetFleetId(v string) *DeleteVpcPeeringConnectionInput
- func (s *DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId(v string) *DeleteVpcPeeringConnectionInput
- func (s DeleteVpcPeeringConnectionInput) String() string
- func (s *DeleteVpcPeeringConnectionInput) Validate() error
- type DeleteVpcPeeringConnectionOutput
- type DescribeAliasInput
- type DescribeAliasOutput
- type DescribeBuildInput
- type DescribeBuildOutput
- type DescribeEC2InstanceLimitsInput
- type DescribeEC2InstanceLimitsOutput
- type DescribeFleetAttributesInput
- func (s DescribeFleetAttributesInput) GoString() string
- func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput
- func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput
- func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput
- func (s DescribeFleetAttributesInput) String() string
- func (s *DescribeFleetAttributesInput) Validate() error
- type DescribeFleetAttributesOutput
- func (s DescribeFleetAttributesOutput) GoString() string
- func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput
- func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput
- func (s DescribeFleetAttributesOutput) String() string
- type DescribeFleetCapacityInput
- func (s DescribeFleetCapacityInput) GoString() string
- func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput
- func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput
- func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput
- func (s DescribeFleetCapacityInput) String() string
- func (s *DescribeFleetCapacityInput) Validate() error
- type DescribeFleetCapacityOutput
- func (s DescribeFleetCapacityOutput) GoString() string
- func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput
- func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput
- func (s DescribeFleetCapacityOutput) String() string
- type DescribeFleetEventsInput
- func (s DescribeFleetEventsInput) GoString() string
- func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput
- func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput
- func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput
- func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput
- func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput
- func (s DescribeFleetEventsInput) String() string
- func (s *DescribeFleetEventsInput) Validate() error
- type DescribeFleetEventsOutput
- type DescribeFleetPortSettingsInput
- type DescribeFleetPortSettingsOutput
- type DescribeFleetUtilizationInput
- func (s DescribeFleetUtilizationInput) GoString() string
- func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput
- func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput
- func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput
- func (s DescribeFleetUtilizationInput) String() string
- func (s *DescribeFleetUtilizationInput) Validate() error
- type DescribeFleetUtilizationOutput
- func (s DescribeFleetUtilizationOutput) GoString() string
- func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput
- func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput
- func (s DescribeFleetUtilizationOutput) String() string
- type DescribeGameSessionDetailsInput
- func (s DescribeGameSessionDetailsInput) GoString() string
- func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput
- func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput
- func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput
- func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput
- func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput
- func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput
- func (s DescribeGameSessionDetailsInput) String() string
- func (s *DescribeGameSessionDetailsInput) Validate() error
- type DescribeGameSessionDetailsOutput
- func (s DescribeGameSessionDetailsOutput) GoString() string
- func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput
- func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput
- func (s DescribeGameSessionDetailsOutput) String() string
- type DescribeGameSessionPlacementInput
- type DescribeGameSessionPlacementOutput
- type DescribeGameSessionQueuesInput
- func (s DescribeGameSessionQueuesInput) GoString() string
- func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput
- func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput
- func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput
- func (s DescribeGameSessionQueuesInput) String() string
- func (s *DescribeGameSessionQueuesInput) Validate() error
- type DescribeGameSessionQueuesOutput
- func (s DescribeGameSessionQueuesOutput) GoString() string
- func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput
- func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput
- func (s DescribeGameSessionQueuesOutput) String() string
- type DescribeGameSessionsInput
- func (s DescribeGameSessionsInput) GoString() string
- func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput
- func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput
- func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput
- func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput
- func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput
- func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput
- func (s DescribeGameSessionsInput) String() string
- func (s *DescribeGameSessionsInput) Validate() error
- type DescribeGameSessionsOutput
- type DescribeInstancesInput
- func (s DescribeInstancesInput) GoString() string
- func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput
- func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput
- func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput
- func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput
- func (s DescribeInstancesInput) String() string
- func (s *DescribeInstancesInput) Validate() error
- type DescribeInstancesOutput
- type DescribeMatchmakingConfigurationsInput
- func (s DescribeMatchmakingConfigurationsInput) GoString() string
- func (s *DescribeMatchmakingConfigurationsInput) SetLimit(v int64) *DescribeMatchmakingConfigurationsInput
- func (s *DescribeMatchmakingConfigurationsInput) SetNames(v []*string) *DescribeMatchmakingConfigurationsInput
- func (s *DescribeMatchmakingConfigurationsInput) SetNextToken(v string) *DescribeMatchmakingConfigurationsInput
- func (s *DescribeMatchmakingConfigurationsInput) SetRuleSetName(v string) *DescribeMatchmakingConfigurationsInput
- func (s DescribeMatchmakingConfigurationsInput) String() string
- func (s *DescribeMatchmakingConfigurationsInput) Validate() error
- type DescribeMatchmakingConfigurationsOutput
- func (s DescribeMatchmakingConfigurationsOutput) GoString() string
- func (s *DescribeMatchmakingConfigurationsOutput) SetConfigurations(v []*MatchmakingConfiguration) *DescribeMatchmakingConfigurationsOutput
- func (s *DescribeMatchmakingConfigurationsOutput) SetNextToken(v string) *DescribeMatchmakingConfigurationsOutput
- func (s DescribeMatchmakingConfigurationsOutput) String() string
- type DescribeMatchmakingInput
- type DescribeMatchmakingOutput
- type DescribeMatchmakingRuleSetsInput
- func (s DescribeMatchmakingRuleSetsInput) GoString() string
- func (s *DescribeMatchmakingRuleSetsInput) SetLimit(v int64) *DescribeMatchmakingRuleSetsInput
- func (s *DescribeMatchmakingRuleSetsInput) SetNames(v []*string) *DescribeMatchmakingRuleSetsInput
- func (s *DescribeMatchmakingRuleSetsInput) SetNextToken(v string) *DescribeMatchmakingRuleSetsInput
- func (s DescribeMatchmakingRuleSetsInput) String() string
- func (s *DescribeMatchmakingRuleSetsInput) Validate() error
- type DescribeMatchmakingRuleSetsOutput
- func (s DescribeMatchmakingRuleSetsOutput) GoString() string
- func (s *DescribeMatchmakingRuleSetsOutput) SetNextToken(v string) *DescribeMatchmakingRuleSetsOutput
- func (s *DescribeMatchmakingRuleSetsOutput) SetRuleSets(v []*MatchmakingRuleSet) *DescribeMatchmakingRuleSetsOutput
- func (s DescribeMatchmakingRuleSetsOutput) String() string
- type DescribePlayerSessionsInput
- func (s DescribePlayerSessionsInput) GoString() string
- func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput
- func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput
- func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput
- func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput
- func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput
- func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput
- func (s DescribePlayerSessionsInput) String() string
- func (s *DescribePlayerSessionsInput) Validate() error
- type DescribePlayerSessionsOutput
- func (s DescribePlayerSessionsOutput) GoString() string
- func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput
- func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput
- func (s DescribePlayerSessionsOutput) String() string
- type DescribeRuntimeConfigurationInput
- type DescribeRuntimeConfigurationOutput
- type DescribeScalingPoliciesInput
- func (s DescribeScalingPoliciesInput) GoString() string
- func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput
- func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput
- func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput
- func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput
- func (s DescribeScalingPoliciesInput) String() string
- func (s *DescribeScalingPoliciesInput) Validate() error
- type DescribeScalingPoliciesOutput
- func (s DescribeScalingPoliciesOutput) GoString() string
- func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput
- func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput
- func (s DescribeScalingPoliciesOutput) String() string
- type DescribeVpcPeeringAuthorizationsInput
- type DescribeVpcPeeringAuthorizationsOutput
- type DescribeVpcPeeringConnectionsInput
- type DescribeVpcPeeringConnectionsOutput
- type DesiredPlayerSession
- type EC2InstanceCounts
- func (s EC2InstanceCounts) GoString() string
- func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts
- func (s EC2InstanceCounts) String() string
- type EC2InstanceLimit
- func (s EC2InstanceLimit) GoString() string
- func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit
- func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit
- func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit
- func (s EC2InstanceLimit) String() string
- type Event
- func (s Event) GoString() string
- func (s *Event) SetEventCode(v string) *Event
- func (s *Event) SetEventId(v string) *Event
- func (s *Event) SetEventTime(v time.Time) *Event
- func (s *Event) SetMessage(v string) *Event
- func (s *Event) SetPreSignedLogUrl(v string) *Event
- func (s *Event) SetResourceId(v string) *Event
- func (s Event) String() string
- type FleetAttributes
- func (s FleetAttributes) GoString() string
- func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes
- func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes
- func (s *FleetAttributes) SetDescription(v string) *FleetAttributes
- func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes
- func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes
- func (s *FleetAttributes) SetFleetType(v string) *FleetAttributes
- func (s *FleetAttributes) SetInstanceType(v string) *FleetAttributes
- func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes
- func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes
- func (s *FleetAttributes) SetName(v string) *FleetAttributes
- func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes
- func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes
- func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes
- func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes
- func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes
- func (s *FleetAttributes) SetStatus(v string) *FleetAttributes
- func (s *FleetAttributes) SetStoppedActions(v []*string) *FleetAttributes
- func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes
- func (s FleetAttributes) String() string
- type FleetCapacity
- type FleetUtilization
- func (s FleetUtilization) GoString() string
- func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization
- func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization
- func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization
- func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization
- func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization
- func (s FleetUtilization) String() string
- type GameLift
- func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error)
- func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput)
- func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error)
- func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)
- func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)
- func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error)
- func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)
- func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)
- func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error)
- func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
- func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)
- func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error)
- func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
- func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)
- func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput)
- func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error)
- func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)
- func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error)
- func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error)
- func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput)
- func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, ...) (*CreateMatchmakingConfigurationOutput, error)
- func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error)
- func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput)
- func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error)
- func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
- func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)
- func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error)
- func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)
- func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)
- func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error)
- func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error)
- func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput)
- func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, ...) (*CreateVpcPeeringAuthorizationOutput, error)
- func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error)
- func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput)
- func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, ...) (*CreateVpcPeeringConnectionOutput, error)
- func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)
- func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)
- func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error)
- func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)
- func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)
- func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error)
- func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
- func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)
- func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error)
- func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error)
- func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput)
- func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error)
- func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error)
- func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput)
- func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, ...) (*DeleteMatchmakingConfigurationOutput, error)
- func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)
- func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)
- func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error)
- func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error)
- func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput)
- func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, ...) (*DeleteVpcPeeringAuthorizationOutput, error)
- func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error)
- func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput)
- func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, ...) (*DeleteVpcPeeringConnectionOutput, error)
- func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)
- func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)
- func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error)
- func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)
- func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)
- func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error)
- func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
- func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)
- func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error)
- func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
- func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)
- func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error)
- func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
- func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)
- func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error)
- func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
- func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)
- func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error)
- func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)
- func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)
- func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error)
- func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
- func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)
- func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error)
- func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
- func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)
- func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, ...) (*DescribeGameSessionDetailsOutput, error)
- func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error)
- func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput)
- func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, ...) (*DescribeGameSessionPlacementOutput, error)
- func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error)
- func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput)
- func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error)
- func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
- func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)
- func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error)
- func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error)
- func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput)
- func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error)
- func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error)
- func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error)
- func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput)
- func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, ...) (*DescribeMatchmakingConfigurationsOutput, error)
- func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput)
- func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error)
- func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput)
- func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, ...) (*DescribeMatchmakingRuleSetsOutput, error)
- func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error)
- func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
- func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)
- func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error)
- func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)
- func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)
- func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, ...) (*DescribeRuntimeConfigurationOutput, error)
- func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
- func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)
- func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error)
- func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error)
- func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput)
- func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, ...) (*DescribeVpcPeeringAuthorizationsOutput, error)
- func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error)
- func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput)
- func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, ...) (*DescribeVpcPeeringConnectionsOutput, error)
- func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
- func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)
- func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error)
- func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error)
- func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput)
- func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error)
- func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
- func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)
- func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error)
- func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
- func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)
- func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error)
- func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)
- func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)
- func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error)
- func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)
- func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)
- func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error)
- func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)
- func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)
- func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error)
- func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)
- func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)
- func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error)
- func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)
- func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput)
- func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error)
- func (c *GameLift) StartFleetActions(input *StartFleetActionsInput) (*StartFleetActionsOutput, error)
- func (c *GameLift) StartFleetActionsRequest(input *StartFleetActionsInput) (req *request.Request, output *StartFleetActionsOutput)
- func (c *GameLift) StartFleetActionsWithContext(ctx aws.Context, input *StartFleetActionsInput, opts ...request.Option) (*StartFleetActionsOutput, error)
- func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error)
- func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput)
- func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error)
- func (c *GameLift) StartMatchBackfill(input *StartMatchBackfillInput) (*StartMatchBackfillOutput, error)
- func (c *GameLift) StartMatchBackfillRequest(input *StartMatchBackfillInput) (req *request.Request, output *StartMatchBackfillOutput)
- func (c *GameLift) StartMatchBackfillWithContext(ctx aws.Context, input *StartMatchBackfillInput, opts ...request.Option) (*StartMatchBackfillOutput, error)
- func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error)
- func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *request.Request, output *StartMatchmakingOutput)
- func (c *GameLift) StartMatchmakingWithContext(ctx aws.Context, input *StartMatchmakingInput, opts ...request.Option) (*StartMatchmakingOutput, error)
- func (c *GameLift) StopFleetActions(input *StopFleetActionsInput) (*StopFleetActionsOutput, error)
- func (c *GameLift) StopFleetActionsRequest(input *StopFleetActionsInput) (req *request.Request, output *StopFleetActionsOutput)
- func (c *GameLift) StopFleetActionsWithContext(ctx aws.Context, input *StopFleetActionsInput, opts ...request.Option) (*StopFleetActionsOutput, error)
- func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error)
- func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput)
- func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error)
- func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error)
- func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *request.Request, output *StopMatchmakingOutput)
- func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchmakingInput, opts ...request.Option) (*StopMatchmakingOutput, error)
- func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)
- func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)
- func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error)
- func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)
- func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)
- func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error)
- func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)
- func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)
- func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error)
- func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)
- func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)
- func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error)
- func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)
- func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)
- func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error)
- func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)
- func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error)
- func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput)
- func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error)
- func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)
- func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error)
- func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error)
- func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) (req *request.Request, output *UpdateMatchmakingConfigurationOutput)
- func (c *GameLift) UpdateMatchmakingConfigurationWithContext(ctx aws.Context, input *UpdateMatchmakingConfigurationInput, ...) (*UpdateMatchmakingConfigurationOutput, error)
- func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)
- func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput)
- func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, ...) (*UpdateRuntimeConfigurationOutput, error)
- func (c *GameLift) ValidateMatchmakingRuleSet(input *ValidateMatchmakingRuleSetInput) (*ValidateMatchmakingRuleSetOutput, error)
- func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) (req *request.Request, output *ValidateMatchmakingRuleSetOutput)
- func (c *GameLift) ValidateMatchmakingRuleSetWithContext(ctx aws.Context, input *ValidateMatchmakingRuleSetInput, ...) (*ValidateMatchmakingRuleSetOutput, error)
- type GameProperty
- type GameSession
- func (s GameSession) GoString() string
- func (s *GameSession) SetCreationTime(v time.Time) *GameSession
- func (s *GameSession) SetCreatorId(v string) *GameSession
- func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession
- func (s *GameSession) SetFleetId(v string) *GameSession
- func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession
- func (s *GameSession) SetGameSessionData(v string) *GameSession
- func (s *GameSession) SetGameSessionId(v string) *GameSession
- func (s *GameSession) SetIpAddress(v string) *GameSession
- func (s *GameSession) SetMatchmakerData(v string) *GameSession
- func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession
- func (s *GameSession) SetName(v string) *GameSession
- func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession
- func (s *GameSession) SetPort(v int64) *GameSession
- func (s *GameSession) SetStatus(v string) *GameSession
- func (s *GameSession) SetStatusReason(v string) *GameSession
- func (s *GameSession) SetTerminationTime(v time.Time) *GameSession
- func (s GameSession) String() string
- type GameSessionConnectionInfo
- func (s GameSessionConnectionInfo) GoString() string
- func (s *GameSessionConnectionInfo) SetGameSessionArn(v string) *GameSessionConnectionInfo
- func (s *GameSessionConnectionInfo) SetIpAddress(v string) *GameSessionConnectionInfo
- func (s *GameSessionConnectionInfo) SetMatchedPlayerSessions(v []*MatchedPlayerSession) *GameSessionConnectionInfo
- func (s *GameSessionConnectionInfo) SetPort(v int64) *GameSessionConnectionInfo
- func (s GameSessionConnectionInfo) String() string
- type GameSessionDetail
- type GameSessionPlacement
- func (s GameSessionPlacement) GoString() string
- func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionData(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetMatchmakerData(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement
- func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement
- func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement
- func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement
- func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement
- func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement
- func (s GameSessionPlacement) String() string
- type GameSessionQueue
- func (s GameSessionQueue) GoString() string
- func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue
- func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue
- func (s *GameSessionQueue) SetName(v string) *GameSessionQueue
- func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue
- func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue
- func (s GameSessionQueue) String() string
- type GameSessionQueueDestination
- type GetGameSessionLogUrlInput
- type GetGameSessionLogUrlOutput
- type GetInstanceAccessInput
- func (s GetInstanceAccessInput) GoString() string
- func (s *GetInstanceAccessInput) SetFleetId(v string) *GetInstanceAccessInput
- func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput
- func (s GetInstanceAccessInput) String() string
- func (s *GetInstanceAccessInput) Validate() error
- type GetInstanceAccessOutput
- type Instance
- func (s Instance) GoString() string
- func (s *Instance) SetCreationTime(v time.Time) *Instance
- func (s *Instance) SetFleetId(v string) *Instance
- func (s *Instance) SetInstanceId(v string) *Instance
- func (s *Instance) SetIpAddress(v string) *Instance
- func (s *Instance) SetOperatingSystem(v string) *Instance
- func (s *Instance) SetStatus(v string) *Instance
- func (s *Instance) SetType(v string) *Instance
- func (s Instance) String() string
- type InstanceAccess
- func (s InstanceAccess) GoString() string
- func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess
- func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess
- func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess
- func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess
- func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess
- func (s InstanceAccess) String() string
- type InstanceCredentials
- type IpPermission
- func (s IpPermission) GoString() string
- func (s *IpPermission) SetFromPort(v int64) *IpPermission
- func (s *IpPermission) SetIpRange(v string) *IpPermission
- func (s *IpPermission) SetProtocol(v string) *IpPermission
- func (s *IpPermission) SetToPort(v int64) *IpPermission
- func (s IpPermission) String() string
- func (s *IpPermission) Validate() error
- type ListAliasesInput
- func (s ListAliasesInput) GoString() string
- func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput
- func (s *ListAliasesInput) SetName(v string) *ListAliasesInput
- func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput
- func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput
- func (s ListAliasesInput) String() string
- func (s *ListAliasesInput) Validate() error
- type ListAliasesOutput
- type ListBuildsInput
- func (s ListBuildsInput) GoString() string
- func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput
- func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput
- func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput
- func (s ListBuildsInput) String() string
- func (s *ListBuildsInput) Validate() error
- type ListBuildsOutput
- type ListFleetsInput
- func (s ListFleetsInput) GoString() string
- func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput
- func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput
- func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput
- func (s ListFleetsInput) String() string
- func (s *ListFleetsInput) Validate() error
- type ListFleetsOutput
- type MatchedPlayerSession
- type MatchmakingConfiguration
- func (s MatchmakingConfiguration) GoString() string
- func (s *MatchmakingConfiguration) SetAcceptanceRequired(v bool) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetAcceptanceTimeoutSeconds(v int64) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetAdditionalPlayerCount(v int64) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetCreationTime(v time.Time) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetCustomEventData(v string) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetDescription(v string) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetGameProperties(v []*GameProperty) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetGameSessionData(v string) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetGameSessionQueueArns(v []*string) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetName(v string) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetNotificationTarget(v string) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetRequestTimeoutSeconds(v int64) *MatchmakingConfiguration
- func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfiguration
- func (s MatchmakingConfiguration) String() string
- type MatchmakingRuleSet
- func (s MatchmakingRuleSet) GoString() string
- func (s *MatchmakingRuleSet) SetCreationTime(v time.Time) *MatchmakingRuleSet
- func (s *MatchmakingRuleSet) SetRuleSetBody(v string) *MatchmakingRuleSet
- func (s *MatchmakingRuleSet) SetRuleSetName(v string) *MatchmakingRuleSet
- func (s MatchmakingRuleSet) String() string
- type MatchmakingTicket
- func (s MatchmakingTicket) GoString() string
- func (s *MatchmakingTicket) SetConfigurationName(v string) *MatchmakingTicket
- func (s *MatchmakingTicket) SetEndTime(v time.Time) *MatchmakingTicket
- func (s *MatchmakingTicket) SetEstimatedWaitTime(v int64) *MatchmakingTicket
- func (s *MatchmakingTicket) SetGameSessionConnectionInfo(v *GameSessionConnectionInfo) *MatchmakingTicket
- func (s *MatchmakingTicket) SetPlayers(v []*Player) *MatchmakingTicket
- func (s *MatchmakingTicket) SetStartTime(v time.Time) *MatchmakingTicket
- func (s *MatchmakingTicket) SetStatus(v string) *MatchmakingTicket
- func (s *MatchmakingTicket) SetStatusMessage(v string) *MatchmakingTicket
- func (s *MatchmakingTicket) SetStatusReason(v string) *MatchmakingTicket
- func (s *MatchmakingTicket) SetTicketId(v string) *MatchmakingTicket
- func (s MatchmakingTicket) String() string
- type PlacedPlayerSession
- type Player
- func (s Player) GoString() string
- func (s *Player) SetLatencyInMs(v map[string]*int64) *Player
- func (s *Player) SetPlayerAttributes(v map[string]*AttributeValue) *Player
- func (s *Player) SetPlayerId(v string) *Player
- func (s *Player) SetTeam(v string) *Player
- func (s Player) String() string
- func (s *Player) Validate() error
- type PlayerLatency
- func (s PlayerLatency) GoString() string
- func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency
- func (s *PlayerLatency) SetPlayerId(v string) *PlayerLatency
- func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency
- func (s PlayerLatency) String() string
- func (s *PlayerLatency) Validate() error
- type PlayerLatencyPolicy
- type PlayerSession
- func (s PlayerSession) GoString() string
- func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession
- func (s *PlayerSession) SetFleetId(v string) *PlayerSession
- func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession
- func (s *PlayerSession) SetIpAddress(v string) *PlayerSession
- func (s *PlayerSession) SetPlayerData(v string) *PlayerSession
- func (s *PlayerSession) SetPlayerId(v string) *PlayerSession
- func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession
- func (s *PlayerSession) SetPort(v int64) *PlayerSession
- func (s *PlayerSession) SetStatus(v string) *PlayerSession
- func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession
- func (s PlayerSession) String() string
- type PutScalingPolicyInput
- func (s PutScalingPolicyInput) GoString() string
- func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetFleetId(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetName(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetPolicyType(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetTargetConfiguration(v *TargetConfiguration) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput
- func (s PutScalingPolicyInput) String() string
- func (s *PutScalingPolicyInput) Validate() error
- type PutScalingPolicyOutput
- type RequestUploadCredentialsInput
- type RequestUploadCredentialsOutput
- func (s RequestUploadCredentialsOutput) GoString() string
- func (s *RequestUploadCredentialsOutput) SetStorageLocation(v *S3Location) *RequestUploadCredentialsOutput
- func (s *RequestUploadCredentialsOutput) SetUploadCredentials(v *AwsCredentials) *RequestUploadCredentialsOutput
- func (s RequestUploadCredentialsOutput) String() string
- type ResolveAliasInput
- type ResolveAliasOutput
- type ResourceCreationLimitPolicy
- func (s ResourceCreationLimitPolicy) GoString() string
- func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy
- func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy
- func (s ResourceCreationLimitPolicy) String() string
- type RoutingStrategy
- type RuntimeConfiguration
- func (s RuntimeConfiguration) GoString() string
- func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration
- func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration
- func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration
- func (s RuntimeConfiguration) String() string
- func (s *RuntimeConfiguration) Validate() error
- type S3Location
- type ScalingPolicy
- func (s ScalingPolicy) GoString() string
- func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy
- func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetName(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetPolicyType(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy
- func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetStatus(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetTargetConfiguration(v *TargetConfiguration) *ScalingPolicy
- func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy
- func (s ScalingPolicy) String() string
- type SearchGameSessionsInput
- func (s SearchGameSessionsInput) GoString() string
- func (s *SearchGameSessionsInput) SetAliasId(v string) *SearchGameSessionsInput
- func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput
- func (s *SearchGameSessionsInput) SetFleetId(v string) *SearchGameSessionsInput
- func (s *SearchGameSessionsInput) SetLimit(v int64) *SearchGameSessionsInput
- func (s *SearchGameSessionsInput) SetNextToken(v string) *SearchGameSessionsInput
- func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput
- func (s SearchGameSessionsInput) String() string
- func (s *SearchGameSessionsInput) Validate() error
- type SearchGameSessionsOutput
- type ServerProcess
- func (s ServerProcess) GoString() string
- func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess
- func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess
- func (s *ServerProcess) SetParameters(v string) *ServerProcess
- func (s ServerProcess) String() string
- func (s *ServerProcess) Validate() error
- type StartFleetActionsInput
- func (s StartFleetActionsInput) GoString() string
- func (s *StartFleetActionsInput) SetActions(v []*string) *StartFleetActionsInput
- func (s *StartFleetActionsInput) SetFleetId(v string) *StartFleetActionsInput
- func (s StartFleetActionsInput) String() string
- func (s *StartFleetActionsInput) Validate() error
- type StartFleetActionsOutput
- type StartGameSessionPlacementInput
- func (s StartGameSessionPlacementInput) GoString() string
- func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetGameSessionData(v string) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput
- func (s StartGameSessionPlacementInput) String() string
- func (s *StartGameSessionPlacementInput) Validate() error
- type StartGameSessionPlacementOutput
- type StartMatchBackfillInput
- func (s StartMatchBackfillInput) GoString() string
- func (s *StartMatchBackfillInput) SetConfigurationName(v string) *StartMatchBackfillInput
- func (s *StartMatchBackfillInput) SetGameSessionArn(v string) *StartMatchBackfillInput
- func (s *StartMatchBackfillInput) SetPlayers(v []*Player) *StartMatchBackfillInput
- func (s *StartMatchBackfillInput) SetTicketId(v string) *StartMatchBackfillInput
- func (s StartMatchBackfillInput) String() string
- func (s *StartMatchBackfillInput) Validate() error
- type StartMatchBackfillOutput
- type StartMatchmakingInput
- func (s StartMatchmakingInput) GoString() string
- func (s *StartMatchmakingInput) SetConfigurationName(v string) *StartMatchmakingInput
- func (s *StartMatchmakingInput) SetPlayers(v []*Player) *StartMatchmakingInput
- func (s *StartMatchmakingInput) SetTicketId(v string) *StartMatchmakingInput
- func (s StartMatchmakingInput) String() string
- func (s *StartMatchmakingInput) Validate() error
- type StartMatchmakingOutput
- type StopFleetActionsInput
- type StopFleetActionsOutput
- type StopGameSessionPlacementInput
- type StopGameSessionPlacementOutput
- type StopMatchmakingInput
- type StopMatchmakingOutput
- type TargetConfiguration
- type UpdateAliasInput
- func (s UpdateAliasInput) GoString() string
- func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput
- func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput
- func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput
- func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput
- func (s UpdateAliasInput) String() string
- func (s *UpdateAliasInput) Validate() error
- type UpdateAliasOutput
- type UpdateBuildInput
- func (s UpdateBuildInput) GoString() string
- func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput
- func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput
- func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput
- func (s UpdateBuildInput) String() string
- func (s *UpdateBuildInput) Validate() error
- type UpdateBuildOutput
- type UpdateFleetAttributesInput
- func (s UpdateFleetAttributesInput) GoString() string
- func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput
- func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput
- func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput
- func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput
- func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput
- func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput
- func (s UpdateFleetAttributesInput) String() string
- func (s *UpdateFleetAttributesInput) Validate() error
- type UpdateFleetAttributesOutput
- type UpdateFleetCapacityInput
- func (s UpdateFleetCapacityInput) GoString() string
- func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput
- func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInput
- func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput
- func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput
- func (s UpdateFleetCapacityInput) String() string
- func (s *UpdateFleetCapacityInput) Validate() error
- type UpdateFleetCapacityOutput
- type UpdateFleetPortSettingsInput
- func (s UpdateFleetPortSettingsInput) GoString() string
- func (s *UpdateFleetPortSettingsInput) SetFleetId(v string) *UpdateFleetPortSettingsInput
- func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput
- func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput
- func (s UpdateFleetPortSettingsInput) String() string
- func (s *UpdateFleetPortSettingsInput) Validate() error
- type UpdateFleetPortSettingsOutput
- type UpdateGameSessionInput
- func (s UpdateGameSessionInput) GoString() string
- func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput
- func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput
- func (s *UpdateGameSessionInput) SetName(v string) *UpdateGameSessionInput
- func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput
- func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput
- func (s UpdateGameSessionInput) String() string
- func (s *UpdateGameSessionInput) Validate() error
- type UpdateGameSessionOutput
- type UpdateGameSessionQueueInput
- func (s UpdateGameSessionQueueInput) GoString() string
- func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput
- func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput
- func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput
- func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput
- func (s UpdateGameSessionQueueInput) String() string
- func (s *UpdateGameSessionQueueInput) Validate() error
- type UpdateGameSessionQueueOutput
- type UpdateMatchmakingConfigurationInput
- func (s UpdateMatchmakingConfigurationInput) GoString() string
- func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetCustomEventData(v string) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetDescription(v string) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetGameSessionData(v string) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetName(v string) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetNotificationTarget(v string) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput
- func (s *UpdateMatchmakingConfigurationInput) SetRuleSetName(v string) *UpdateMatchmakingConfigurationInput
- func (s UpdateMatchmakingConfigurationInput) String() string
- func (s *UpdateMatchmakingConfigurationInput) Validate() error
- type UpdateMatchmakingConfigurationOutput
- type UpdateRuntimeConfigurationInput
- func (s UpdateRuntimeConfigurationInput) GoString() string
- func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput
- func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput
- func (s UpdateRuntimeConfigurationInput) String() string
- func (s *UpdateRuntimeConfigurationInput) Validate() error
- type UpdateRuntimeConfigurationOutput
- type ValidateMatchmakingRuleSetInput
- type ValidateMatchmakingRuleSetOutput
- type VpcPeeringAuthorization
- func (s VpcPeeringAuthorization) GoString() string
- func (s *VpcPeeringAuthorization) SetCreationTime(v time.Time) *VpcPeeringAuthorization
- func (s *VpcPeeringAuthorization) SetExpirationTime(v time.Time) *VpcPeeringAuthorization
- func (s *VpcPeeringAuthorization) SetGameLiftAwsAccountId(v string) *VpcPeeringAuthorization
- func (s *VpcPeeringAuthorization) SetPeerVpcAwsAccountId(v string) *VpcPeeringAuthorization
- func (s *VpcPeeringAuthorization) SetPeerVpcId(v string) *VpcPeeringAuthorization
- func (s VpcPeeringAuthorization) String() string
- type VpcPeeringConnection
- func (s VpcPeeringConnection) GoString() string
- func (s *VpcPeeringConnection) SetFleetId(v string) *VpcPeeringConnection
- func (s *VpcPeeringConnection) SetGameLiftVpcId(v string) *VpcPeeringConnection
- func (s *VpcPeeringConnection) SetIpV4CidrBlock(v string) *VpcPeeringConnection
- func (s *VpcPeeringConnection) SetPeerVpcId(v string) *VpcPeeringConnection
- func (s *VpcPeeringConnection) SetStatus(v *VpcPeeringConnectionStatus) *VpcPeeringConnection
- func (s *VpcPeeringConnection) SetVpcPeeringConnectionId(v string) *VpcPeeringConnection
- func (s VpcPeeringConnection) String() string
- type VpcPeeringConnectionStatus
Constants ¶
const ( // AcceptanceTypeAccept is a AcceptanceType enum value AcceptanceTypeAccept = "ACCEPT" // AcceptanceTypeReject is a AcceptanceType enum value AcceptanceTypeReject = "REJECT" )
const ( // BuildStatusInitialized is a BuildStatus enum value BuildStatusInitialized = "INITIALIZED" // BuildStatusReady is a BuildStatus enum value BuildStatusReady = "READY" // BuildStatusFailed is a BuildStatus enum value BuildStatusFailed = "FAILED" )
const ( // ComparisonOperatorTypeGreaterThanOrEqualToThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold" // ComparisonOperatorTypeGreaterThanThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold" // ComparisonOperatorTypeLessThanThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold" // ComparisonOperatorTypeLessThanOrEqualToThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold" )
const ( // EC2InstanceTypeT2Micro is a EC2InstanceType enum value EC2InstanceTypeT2Micro = "t2.micro" // EC2InstanceTypeT2Small is a EC2InstanceType enum value EC2InstanceTypeT2Small = "t2.small" // EC2InstanceTypeT2Medium is a EC2InstanceType enum value EC2InstanceTypeT2Medium = "t2.medium" // EC2InstanceTypeT2Large is a EC2InstanceType enum value EC2InstanceTypeT2Large = "t2.large" // EC2InstanceTypeC3Large is a EC2InstanceType enum value EC2InstanceTypeC3Large = "c3.large" // EC2InstanceTypeC3Xlarge is a EC2InstanceType enum value EC2InstanceTypeC3Xlarge = "c3.xlarge" // EC2InstanceTypeC32xlarge is a EC2InstanceType enum value EC2InstanceTypeC32xlarge = "c3.2xlarge" // EC2InstanceTypeC34xlarge is a EC2InstanceType enum value EC2InstanceTypeC34xlarge = "c3.4xlarge" // EC2InstanceTypeC38xlarge is a EC2InstanceType enum value EC2InstanceTypeC38xlarge = "c3.8xlarge" // EC2InstanceTypeC4Large is a EC2InstanceType enum value EC2InstanceTypeC4Large = "c4.large" // EC2InstanceTypeC4Xlarge is a EC2InstanceType enum value EC2InstanceTypeC4Xlarge = "c4.xlarge" // EC2InstanceTypeC42xlarge is a EC2InstanceType enum value EC2InstanceTypeC42xlarge = "c4.2xlarge" // EC2InstanceTypeC44xlarge is a EC2InstanceType enum value EC2InstanceTypeC44xlarge = "c4.4xlarge" // EC2InstanceTypeC48xlarge is a EC2InstanceType enum value EC2InstanceTypeC48xlarge = "c4.8xlarge" // EC2InstanceTypeR3Large is a EC2InstanceType enum value EC2InstanceTypeR3Large = "r3.large" // EC2InstanceTypeR3Xlarge is a EC2InstanceType enum value EC2InstanceTypeR3Xlarge = "r3.xlarge" // EC2InstanceTypeR32xlarge is a EC2InstanceType enum value EC2InstanceTypeR32xlarge = "r3.2xlarge" // EC2InstanceTypeR34xlarge is a EC2InstanceType enum value EC2InstanceTypeR34xlarge = "r3.4xlarge" // EC2InstanceTypeR38xlarge is a EC2InstanceType enum value EC2InstanceTypeR38xlarge = "r3.8xlarge" // EC2InstanceTypeR4Large is a EC2InstanceType enum value EC2InstanceTypeR4Large = "r4.large" // EC2InstanceTypeR4Xlarge is a EC2InstanceType enum value EC2InstanceTypeR4Xlarge = "r4.xlarge" // EC2InstanceTypeR42xlarge is a EC2InstanceType enum value EC2InstanceTypeR42xlarge = "r4.2xlarge" // EC2InstanceTypeR44xlarge is a EC2InstanceType enum value EC2InstanceTypeR44xlarge = "r4.4xlarge" // EC2InstanceTypeR48xlarge is a EC2InstanceType enum value EC2InstanceTypeR48xlarge = "r4.8xlarge" // EC2InstanceTypeR416xlarge is a EC2InstanceType enum value EC2InstanceTypeR416xlarge = "r4.16xlarge" // EC2InstanceTypeM3Medium is a EC2InstanceType enum value EC2InstanceTypeM3Medium = "m3.medium" // EC2InstanceTypeM3Large is a EC2InstanceType enum value EC2InstanceTypeM3Large = "m3.large" // EC2InstanceTypeM3Xlarge is a EC2InstanceType enum value EC2InstanceTypeM3Xlarge = "m3.xlarge" // EC2InstanceTypeM32xlarge is a EC2InstanceType enum value EC2InstanceTypeM32xlarge = "m3.2xlarge" // EC2InstanceTypeM4Large is a EC2InstanceType enum value EC2InstanceTypeM4Large = "m4.large" // EC2InstanceTypeM4Xlarge is a EC2InstanceType enum value EC2InstanceTypeM4Xlarge = "m4.xlarge" // EC2InstanceTypeM42xlarge is a EC2InstanceType enum value EC2InstanceTypeM42xlarge = "m4.2xlarge" // EC2InstanceTypeM44xlarge is a EC2InstanceType enum value EC2InstanceTypeM44xlarge = "m4.4xlarge" // EC2InstanceTypeM410xlarge is a EC2InstanceType enum value EC2InstanceTypeM410xlarge = "m4.10xlarge" )
const ( // EventCodeGenericEvent is a EventCode enum value EventCodeGenericEvent = "GENERIC_EVENT" // EventCodeFleetCreated is a EventCode enum value EventCodeFleetCreated = "FLEET_CREATED" // EventCodeFleetDeleted is a EventCode enum value EventCodeFleetDeleted = "FLEET_DELETED" // EventCodeFleetScalingEvent is a EventCode enum value EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT" // EventCodeFleetStateDownloading is a EventCode enum value EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING" // EventCodeFleetStateValidating is a EventCode enum value EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING" // EventCodeFleetStateBuilding is a EventCode enum value EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING" // EventCodeFleetStateActivating is a EventCode enum value EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING" // EventCodeFleetStateActive is a EventCode enum value EventCodeFleetStateActive = "FLEET_STATE_ACTIVE" // EventCodeFleetStateError is a EventCode enum value EventCodeFleetStateError = "FLEET_STATE_ERROR" // EventCodeFleetInitializationFailed is a EventCode enum value EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED" // EventCodeFleetBinaryDownloadFailed is a EventCode enum value EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED" // EventCodeFleetValidationLaunchPathNotFound is a EventCode enum value EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" // EventCodeFleetValidationExecutableRuntimeFailure is a EventCode enum value EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" // EventCodeFleetValidationTimedOut is a EventCode enum value EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT" // EventCodeFleetActivationFailed is a EventCode enum value EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED" // EventCodeFleetActivationFailedNoInstances is a EventCode enum value EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES" // EventCodeFleetNewGameSessionProtectionPolicyUpdated is a EventCode enum value EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" // EventCodeServerProcessInvalidPath is a EventCode enum value EventCodeServerProcessInvalidPath = "SERVER_PROCESS_INVALID_PATH" // EventCodeServerProcessSdkInitializationTimeout is a EventCode enum value EventCodeServerProcessSdkInitializationTimeout = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT" // EventCodeServerProcessProcessReadyTimeout is a EventCode enum value EventCodeServerProcessProcessReadyTimeout = "SERVER_PROCESS_PROCESS_READY_TIMEOUT" // EventCodeServerProcessCrashed is a EventCode enum value EventCodeServerProcessCrashed = "SERVER_PROCESS_CRASHED" // EventCodeServerProcessTerminatedUnhealthy is a EventCode enum value EventCodeServerProcessTerminatedUnhealthy = "SERVER_PROCESS_TERMINATED_UNHEALTHY" // EventCodeServerProcessForceTerminated is a EventCode enum value EventCodeServerProcessForceTerminated = "SERVER_PROCESS_FORCE_TERMINATED" // EventCodeServerProcessProcessExitTimeout is a EventCode enum value EventCodeServerProcessProcessExitTimeout = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT" // EventCodeGameSessionActivationTimeout is a EventCode enum value EventCodeGameSessionActivationTimeout = "GAME_SESSION_ACTIVATION_TIMEOUT" // EventCodeFleetCreationExtractingBuild is a EventCode enum value EventCodeFleetCreationExtractingBuild = "FLEET_CREATION_EXTRACTING_BUILD" // EventCodeFleetCreationRunningInstaller is a EventCode enum value EventCodeFleetCreationRunningInstaller = "FLEET_CREATION_RUNNING_INSTALLER" // EventCodeFleetCreationValidatingRuntimeConfig is a EventCode enum value EventCodeFleetCreationValidatingRuntimeConfig = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG" // EventCodeFleetVpcPeeringSucceeded is a EventCode enum value EventCodeFleetVpcPeeringSucceeded = "FLEET_VPC_PEERING_SUCCEEDED" // EventCodeFleetVpcPeeringFailed is a EventCode enum value EventCodeFleetVpcPeeringFailed = "FLEET_VPC_PEERING_FAILED" // EventCodeFleetVpcPeeringDeleted is a EventCode enum value EventCodeFleetVpcPeeringDeleted = "FLEET_VPC_PEERING_DELETED" // EventCodeInstanceInterrupted is a EventCode enum value EventCodeInstanceInterrupted = "INSTANCE_INTERRUPTED" )
const ( // FleetStatusNew is a FleetStatus enum value FleetStatusNew = "NEW" // FleetStatusDownloading is a FleetStatus enum value FleetStatusDownloading = "DOWNLOADING" // FleetStatusValidating is a FleetStatus enum value FleetStatusValidating = "VALIDATING" // FleetStatusBuilding is a FleetStatus enum value FleetStatusBuilding = "BUILDING" // FleetStatusActivating is a FleetStatus enum value FleetStatusActivating = "ACTIVATING" // FleetStatusActive is a FleetStatus enum value FleetStatusActive = "ACTIVE" // FleetStatusDeleting is a FleetStatus enum value FleetStatusDeleting = "DELETING" // FleetStatusError is a FleetStatus enum value FleetStatusError = "ERROR" // FleetStatusTerminated is a FleetStatus enum value FleetStatusTerminated = "TERMINATED" )
const ( // FleetTypeOnDemand is a FleetType enum value FleetTypeOnDemand = "ON_DEMAND" // FleetTypeSpot is a FleetType enum value FleetTypeSpot = "SPOT" )
const ( // GameSessionPlacementStatePending is a GameSessionPlacementState enum value GameSessionPlacementStatePending = "PENDING" // GameSessionPlacementStateFulfilled is a GameSessionPlacementState enum value GameSessionPlacementStateFulfilled = "FULFILLED" // GameSessionPlacementStateCancelled is a GameSessionPlacementState enum value GameSessionPlacementStateCancelled = "CANCELLED" // GameSessionPlacementStateTimedOut is a GameSessionPlacementState enum value GameSessionPlacementStateTimedOut = "TIMED_OUT" )
const ( // GameSessionStatusActive is a GameSessionStatus enum value GameSessionStatusActive = "ACTIVE" // GameSessionStatusActivating is a GameSessionStatus enum value GameSessionStatusActivating = "ACTIVATING" // GameSessionStatusTerminated is a GameSessionStatus enum value GameSessionStatusTerminated = "TERMINATED" // GameSessionStatusTerminating is a GameSessionStatus enum value GameSessionStatusTerminating = "TERMINATING" // GameSessionStatusError is a GameSessionStatus enum value GameSessionStatusError = "ERROR" )
const ( // InstanceStatusPending is a InstanceStatus enum value InstanceStatusPending = "PENDING" // InstanceStatusActive is a InstanceStatus enum value InstanceStatusActive = "ACTIVE" // InstanceStatusTerminating is a InstanceStatus enum value InstanceStatusTerminating = "TERMINATING" )
const ( // IpProtocolTcp is a IpProtocol enum value IpProtocolTcp = "TCP" // IpProtocolUdp is a IpProtocol enum value IpProtocolUdp = "UDP" )
const ( // MatchmakingConfigurationStatusCancelled is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusCancelled = "CANCELLED" // MatchmakingConfigurationStatusCompleted is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusCompleted = "COMPLETED" // MatchmakingConfigurationStatusFailed is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusFailed = "FAILED" // MatchmakingConfigurationStatusPlacing is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusPlacing = "PLACING" // MatchmakingConfigurationStatusQueued is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusQueued = "QUEUED" // MatchmakingConfigurationStatusRequiresAcceptance is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusRequiresAcceptance = "REQUIRES_ACCEPTANCE" // MatchmakingConfigurationStatusSearching is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusSearching = "SEARCHING" // MatchmakingConfigurationStatusTimedOut is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusTimedOut = "TIMED_OUT" )
const ( // MetricNameActivatingGameSessions is a MetricName enum value MetricNameActivatingGameSessions = "ActivatingGameSessions" // MetricNameActiveGameSessions is a MetricName enum value MetricNameActiveGameSessions = "ActiveGameSessions" // MetricNameActiveInstances is a MetricName enum value MetricNameActiveInstances = "ActiveInstances" // MetricNameAvailableGameSessions is a MetricName enum value MetricNameAvailableGameSessions = "AvailableGameSessions" // MetricNameAvailablePlayerSessions is a MetricName enum value MetricNameAvailablePlayerSessions = "AvailablePlayerSessions" // MetricNameCurrentPlayerSessions is a MetricName enum value MetricNameCurrentPlayerSessions = "CurrentPlayerSessions" // MetricNameIdleInstances is a MetricName enum value MetricNameIdleInstances = "IdleInstances" // MetricNamePercentAvailableGameSessions is a MetricName enum value MetricNamePercentAvailableGameSessions = "PercentAvailableGameSessions" // MetricNamePercentIdleInstances is a MetricName enum value MetricNamePercentIdleInstances = "PercentIdleInstances" // MetricNameQueueDepth is a MetricName enum value MetricNameQueueDepth = "QueueDepth" // MetricNameWaitTime is a MetricName enum value MetricNameWaitTime = "WaitTime" )
const ( // OperatingSystemWindows2012 is a OperatingSystem enum value OperatingSystemWindows2012 = "WINDOWS_2012" // OperatingSystemAmazonLinux is a OperatingSystem enum value OperatingSystemAmazonLinux = "AMAZON_LINUX" )
const ( // PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL" // PlayerSessionCreationPolicyDenyAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyDenyAll = "DENY_ALL" )
const ( // PlayerSessionStatusReserved is a PlayerSessionStatus enum value PlayerSessionStatusReserved = "RESERVED" // PlayerSessionStatusActive is a PlayerSessionStatus enum value PlayerSessionStatusActive = "ACTIVE" // PlayerSessionStatusCompleted is a PlayerSessionStatus enum value PlayerSessionStatusCompleted = "COMPLETED" // PlayerSessionStatusTimedout is a PlayerSessionStatus enum value PlayerSessionStatusTimedout = "TIMEDOUT" )
const ( // PolicyTypeRuleBased is a PolicyType enum value PolicyTypeRuleBased = "RuleBased" // PolicyTypeTargetBased is a PolicyType enum value PolicyTypeTargetBased = "TargetBased" )
const ( // ProtectionPolicyNoProtection is a ProtectionPolicy enum value ProtectionPolicyNoProtection = "NoProtection" // ProtectionPolicyFullProtection is a ProtectionPolicy enum value ProtectionPolicyFullProtection = "FullProtection" )
const ( // RoutingStrategyTypeSimple is a RoutingStrategyType enum value RoutingStrategyTypeSimple = "SIMPLE" // RoutingStrategyTypeTerminal is a RoutingStrategyType enum value RoutingStrategyTypeTerminal = "TERMINAL" )
const ( // ScalingAdjustmentTypeChangeInCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity" // ScalingAdjustmentTypeExactCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypeExactCapacity = "ExactCapacity" // ScalingAdjustmentTypePercentChangeInCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity" )
const ( // ScalingStatusTypeActive is a ScalingStatusType enum value ScalingStatusTypeActive = "ACTIVE" // ScalingStatusTypeUpdateRequested is a ScalingStatusType enum value ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED" // ScalingStatusTypeUpdating is a ScalingStatusType enum value ScalingStatusTypeUpdating = "UPDATING" // ScalingStatusTypeDeleteRequested is a ScalingStatusType enum value ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED" // ScalingStatusTypeDeleting is a ScalingStatusType enum value ScalingStatusTypeDeleting = "DELETING" // ScalingStatusTypeDeleted is a ScalingStatusType enum value ScalingStatusTypeDeleted = "DELETED" // ScalingStatusTypeError is a ScalingStatusType enum value ScalingStatusTypeError = "ERROR" )
const ( // ErrCodeConflictException for service response error code // "ConflictException". // // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. ErrCodeConflictException = "ConflictException" // ErrCodeFleetCapacityExceededException for service response error code // "FleetCapacityExceededException". // // The specified fleet has no available instances to fulfill a CreateGameSession // request. Clients can retry such requests immediately or after a waiting period. ErrCodeFleetCapacityExceededException = "FleetCapacityExceededException" // ErrCodeGameSessionFullException for service response error code // "GameSessionFullException". // // The game instance is currently full and cannot allow the requested player(s) // to join. Clients can retry such requests immediately or after a waiting period. ErrCodeGameSessionFullException = "GameSessionFullException" // ErrCodeIdempotentParameterMismatchException for service response error code // "IdempotentParameterMismatchException". // // A game session with this custom ID string already exists in this fleet. Resolve // this conflict before retrying this request. ErrCodeIdempotentParameterMismatchException = "IdempotentParameterMismatchException" // ErrCodeInternalServiceException for service response error code // "InternalServiceException". // // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. ErrCodeInternalServiceException = "InternalServiceException" // ErrCodeInvalidFleetStatusException for service response error code // "InvalidFleetStatusException". // // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. ErrCodeInvalidFleetStatusException = "InvalidFleetStatusException" // ErrCodeInvalidGameSessionStatusException for service response error code // "InvalidGameSessionStatusException". // // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the game instance. Resolve // the conflict before retrying. ErrCodeInvalidGameSessionStatusException = "InvalidGameSessionStatusException" // ErrCodeInvalidRequestException for service response error code // "InvalidRequestException". // // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. ErrCodeInvalidRequestException = "InvalidRequestException" // ErrCodeLimitExceededException for service response error code // "LimitExceededException". // // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. ErrCodeLimitExceededException = "LimitExceededException" // ErrCodeNotFoundException for service response error code // "NotFoundException". // // A service resource associated with the request could not be found. Clients // should not retry such requests. ErrCodeNotFoundException = "NotFoundException" // ErrCodeTerminalRoutingStrategyException for service response error code // "TerminalRoutingStrategyException". // // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. ErrCodeTerminalRoutingStrategyException = "TerminalRoutingStrategyException" // "UnauthorizedException". // // The client failed authentication. Clients should not retry such requests. ErrCodeUnauthorizedException = "UnauthorizedException" // ErrCodeUnsupportedRegionException for service response error code // "UnsupportedRegionException". // // The requested operation is not supported in the region specified. ErrCodeUnsupportedRegionException = "UnsupportedRegionException" )
const ( ServiceName = "gamelift" // Name of service. EndpointsID = ServiceName // ID to lookup a service endpoint with. ServiceID = "GameLift" // ServiceID is a unique identifer of a specific service. )
Service information constants
const (
// FleetActionAutoScaling is a FleetAction enum value
FleetActionAutoScaling = "AUTO_SCALING"
)
const (
// GameSessionStatusReasonInterrupted is a GameSessionStatusReason enum value
GameSessionStatusReasonInterrupted = "INTERRUPTED"
)
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type AcceptMatchInput ¶
type AcceptMatchInput struct { // Player response to the proposed match. // // AcceptanceType is a required field AcceptanceType *string `type:"string" required:"true" enum:"AcceptanceType"` // Unique identifier for a player delivering the response. This parameter can // include one or multiple player IDs. // // PlayerIds is a required field PlayerIds []*string `type:"list" required:"true"` // Unique identifier for a matchmaking ticket. The ticket must be in status // REQUIRES_ACCEPTANCE; otherwise this request will fail. // // TicketId is a required field TicketId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (AcceptMatchInput) GoString ¶
func (s AcceptMatchInput) GoString() string
GoString returns the string representation
func (*AcceptMatchInput) SetAcceptanceType ¶
func (s *AcceptMatchInput) SetAcceptanceType(v string) *AcceptMatchInput
SetAcceptanceType sets the AcceptanceType field's value.
func (*AcceptMatchInput) SetPlayerIds ¶
func (s *AcceptMatchInput) SetPlayerIds(v []*string) *AcceptMatchInput
SetPlayerIds sets the PlayerIds field's value.
func (*AcceptMatchInput) SetTicketId ¶
func (s *AcceptMatchInput) SetTicketId(v string) *AcceptMatchInput
SetTicketId sets the TicketId field's value.
func (AcceptMatchInput) String ¶
func (s AcceptMatchInput) String() string
String returns the string representation
func (*AcceptMatchInput) Validate ¶
func (s *AcceptMatchInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type AcceptMatchOutput ¶
type AcceptMatchOutput struct {
// contains filtered or unexported fields
}
func (AcceptMatchOutput) GoString ¶
func (s AcceptMatchOutput) GoString() string
GoString returns the string representation
func (AcceptMatchOutput) String ¶
func (s AcceptMatchOutput) String() string
String returns the string representation
type Alias ¶
type Alias struct { // Unique identifier for an alias; alias ARNs are unique across all regions. AliasArn *string `min:"1" type:"string"` // Unique identifier for an alias; alias IDs are unique within a region. AliasId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of an alias. Description *string `type:"string"` // Time stamp indicating when this data object was last modified. Format is // a number expressed in Unix time as milliseconds (for example "1469498468.057"). LastUpdatedTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Alias configuration for the alias, including routing type and settings. RoutingStrategy *RoutingStrategy `type:"structure"` // contains filtered or unexported fields }
Properties describing a fleet alias.
Alias-related operations include:
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
func (*Alias) SetAliasArn ¶
SetAliasArn sets the AliasArn field's value.
func (*Alias) SetAliasId ¶
SetAliasId sets the AliasId field's value.
func (*Alias) SetCreationTime ¶
SetCreationTime sets the CreationTime field's value.
func (*Alias) SetDescription ¶
SetDescription sets the Description field's value.
func (*Alias) SetLastUpdatedTime ¶
SetLastUpdatedTime sets the LastUpdatedTime field's value.
func (*Alias) SetRoutingStrategy ¶
func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias
SetRoutingStrategy sets the RoutingStrategy field's value.
type AttributeValue ¶
type AttributeValue struct { // For number values, expressed as double. N *float64 `type:"double"` // For single string values. Maximum string length is 100 characters. S *string `min:"1" type:"string"` // For a map of up to 10 data type:value pairs. Maximum length for each string // value is 100 characters. SDM map[string]*float64 `type:"map"` // For a list of up to 10 strings. Maximum length for each string is 100 characters. // Duplicate values are not recognized; all occurrences of the repeated value // after the first of a repeated value are ignored. SL []*string `type:"list"` // contains filtered or unexported fields }
Values for use in Player attribute key:value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array or data map. Each AttributeValue object can use only one of the available properties.
func (AttributeValue) GoString ¶
func (s AttributeValue) GoString() string
GoString returns the string representation
func (*AttributeValue) SetN ¶
func (s *AttributeValue) SetN(v float64) *AttributeValue
SetN sets the N field's value.
func (*AttributeValue) SetS ¶
func (s *AttributeValue) SetS(v string) *AttributeValue
SetS sets the S field's value.
func (*AttributeValue) SetSDM ¶
func (s *AttributeValue) SetSDM(v map[string]*float64) *AttributeValue
SetSDM sets the SDM field's value.
func (*AttributeValue) SetSL ¶
func (s *AttributeValue) SetSL(v []*string) *AttributeValue
SetSL sets the SL field's value.
func (AttributeValue) String ¶
func (s AttributeValue) String() string
String returns the string representation
func (*AttributeValue) Validate ¶
func (s *AttributeValue) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type AwsCredentials ¶
type AwsCredentials struct { // Temporary key allowing access to the Amazon GameLift S3 account. AccessKeyId *string `min:"1" type:"string"` // Temporary secret key allowing access to the Amazon GameLift S3 account. SecretAccessKey *string `min:"1" type:"string"` // Token used to associate a specific build ID with the files uploaded using // these credentials. SessionToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.
func (AwsCredentials) GoString ¶
func (s AwsCredentials) GoString() string
GoString returns the string representation
func (*AwsCredentials) SetAccessKeyId ¶
func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials
SetAccessKeyId sets the AccessKeyId field's value.
func (*AwsCredentials) SetSecretAccessKey ¶
func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials
SetSecretAccessKey sets the SecretAccessKey field's value.
func (*AwsCredentials) SetSessionToken ¶
func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials
SetSessionToken sets the SessionToken field's value.
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 data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label that is associated with a build. Build names do not need // to be unique. It can be set using CreateBuild or UpdateBuild. Name *string `type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // File size of the uploaded game build, expressed in bytes. When the build // status is INITIALIZED, this value is 0. SizeOnDisk *int64 `min:"1" type:"long"` // Current status of the build. // // Possible build statuses include the following: // // * INITIALIZED -- A new build has been defined, but no files have been // uploaded. You cannot create fleets for builds that are in this status. // When a build is successfully created, the build status is set to this // value. // // * READY -- The game build has been successfully uploaded. You can now // create new fleets for this build. // // * FAILED -- The game build upload failed. You cannot create new fleets // for this build. Status *string `type:"string" enum:"BuildStatus"` // Version that is associated with this build. Version strings do not need to // be unique. This value can be set using CreateBuild or UpdateBuild. Version *string `type:"string"` // contains filtered or unexported fields }
Properties describing a game build.
Build-related operations include:
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
func (*Build) SetBuildId ¶
SetBuildId sets the BuildId field's value.
func (*Build) SetCreationTime ¶
SetCreationTime sets the CreationTime field's value.
func (*Build) SetOperatingSystem ¶
SetOperatingSystem sets the OperatingSystem field's value.
func (*Build) SetSizeOnDisk ¶
SetSizeOnDisk sets the SizeOnDisk field's value.
func (*Build) SetVersion ¶
SetVersion sets the Version field's value.
type CreateAliasInput ¶
type CreateAliasInput struct { // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Object that specifies the fleet and routing type to use for the alias. // // RoutingStrategy is a required field 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) SetDescription ¶
func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput
SetDescription sets the Description field's value.
func (*CreateAliasInput) SetName ¶
func (s *CreateAliasInput) SetName(v string) *CreateAliasInput
SetName sets the Name field's value.
func (*CreateAliasInput) SetRoutingStrategy ¶
func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput
SetRoutingStrategy sets the RoutingStrategy field's value.
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 that describes 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) SetAlias ¶
func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput
SetAlias sets the Alias field's value.
func (CreateAliasOutput) String ¶
func (s CreateAliasOutput) String() string
String returns the string representation
type CreateBuildInput ¶
type CreateBuildInput struct { // Descriptive label that is associated with a build. Build names do not need // to be unique. You can use UpdateBuild to change this value later. Name *string `min:"1" type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. // If your game build contains multiple executables, they all must run on the // same operating system. If an operating system is not specified when creating // a build, Amazon GameLift uses the default value (WINDOWS_2012). This value // cannot be changed later. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Information indicating where your game build files are stored. Use this parameter // only when creating a build with files stored in an Amazon S3 bucket that // you own. The storage location must specify an Amazon S3 bucket name and key, // as well as a role ARN that you set up to allow Amazon GameLift to access // your Amazon S3 bucket. The S3 bucket must be in the same region that you // want to create a new build in. StorageLocation *S3Location `type:"structure"` // Version that is associated with this build. Version strings do not need to // be unique. You can use UpdateBuild to change this value later. 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) SetName ¶
func (s *CreateBuildInput) SetName(v string) *CreateBuildInput
SetName sets the Name field's value.
func (*CreateBuildInput) SetOperatingSystem ¶
func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput
SetOperatingSystem sets the OperatingSystem field's value.
func (*CreateBuildInput) SetStorageLocation ¶
func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput
SetStorageLocation sets the StorageLocation field's value.
func (*CreateBuildInput) SetVersion ¶
func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput
SetVersion sets the Version field's value.
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 { // The newly created build record, including a unique build ID and status. Build *Build `type:"structure"` // Amazon S3 location for your game build file, including bucket name and key. StorageLocation *S3Location `type:"structure"` // This element is returned only when the operation is called without a storage // location. It contains credentials to use when you are uploading a build file // to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have // a limited life span. To refresh these 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) SetBuild ¶
func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput
SetBuild sets the Build field's value.
func (*CreateBuildOutput) SetStorageLocation ¶
func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput
SetStorageLocation sets the StorageLocation field's value.
func (*CreateBuildOutput) SetUploadCredentials ¶
func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput
SetUploadCredentials sets the UploadCredentials field's value.
func (CreateBuildOutput) String ¶
func (s CreateBuildOutput) String() string
String returns the string representation
type CreateFleetInput ¶
type CreateFleetInput struct { // Unique identifier for a build to be deployed on the new fleet. The build // must have been successfully uploaded to Amazon GameLift and be in a READY // status. This fleet setting cannot be changed once the fleet is created. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Range of IP addresses and port settings that permit inbound traffic to access // server processes running on the fleet. If no inbound permissions are set, // including both IP address range and port range, the server processes in the // fleet cannot accept connections. You can specify one or more sets of permissions // for a fleet. EC2InboundPermissions []*IpPermission `type:"list"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. // // EC2InstanceType is a required field EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` // Indicates whether to use on-demand instances or spot instances for this fleet. // If empty, the default is ON_DEMAND. Both categories of instances use identical // hardware and configurations, based on the instance type selected for this // fleet. You can acquire on-demand instances at any time for a fixed price // and keep them as long as you need them. Spot instances have lower prices, // but spot pricing is variable, and while in use they can be interrupted (with // a two-minute notification). Learn more about Amazon GameLift spot instances // with at Choose Computing Resources (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html). FleetType *string `type:"string" enum:"FleetType"` // This parameter is no longer used. Instead, to specify where Amazon GameLift // should store log files once a server process shuts down, use the Amazon GameLift // server API ProcessReady() and specify one or more directory paths in logParameters. // See more information in the Server API Reference (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). LogPaths []*string `type:"list"` // Name of a metric group to add this fleet to. A metric group tracks metrics // across all fleets in the group. Use an existing metric group name to add // this fleet to the group, or use a new name to create a new metric group. // A fleet can only be included in one metric group at a time. MetricGroups []*string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Game session protection policy to apply to all instances in this fleet. If // this parameter is not set, instances in this fleet default to no protection. // You can change a fleet's protection policy using UpdateFleetAttributes, but // this change will only affect sessions created after the policy change. You // can also 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"` // Unique identifier for the AWS account with the VPC that you want to peer // your Amazon GameLift fleet with. You can find your Account ID in the AWS // Management Console under account settings. PeerVpcAwsAccountId *string `min:"1" type:"string"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. PeerVpcId *string `min:"1" type:"string"` // Policy that limits the number of game sessions an individual player can create // over a span of time for this fleet. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Instructions for launching server processes on each instance in the fleet. // The run-time configuration for a fleet has a collection of server process // configurations, one for each type of server process to run on an instance. // A server process configuration specifies the location of the server executable, // launch parameters, and the number of concurrent processes with that configuration // to maintain on each instance. A CreateFleet request must include a run-time // configuration with at least one server process configuration; otherwise the // request fails with an invalid request exception. (This parameter replaces // the parameters ServerLaunchPath and ServerLaunchParameters; requests that // contain values for these parameters instead of a run-time configuration will // continue to work.) RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // This parameter is no longer used. Instead, specify server launch parameters // in the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a run-time configuration will continue // to work.) ServerLaunchParameters *string `min:"1" type:"string"` // This parameter is no longer used. Instead, specify a server launch path using // the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a run-time configuration will continue // to work.) ServerLaunchPath *string `min:"1" type:"string"` // 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) SetBuildId ¶
func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput
SetBuildId sets the BuildId field's value.
func (*CreateFleetInput) SetDescription ¶
func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput
SetDescription sets the Description field's value.
func (*CreateFleetInput) SetEC2InboundPermissions ¶
func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput
SetEC2InboundPermissions sets the EC2InboundPermissions field's value.
func (*CreateFleetInput) SetEC2InstanceType ¶
func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput
SetEC2InstanceType sets the EC2InstanceType field's value.
func (*CreateFleetInput) SetFleetType ¶
func (s *CreateFleetInput) SetFleetType(v string) *CreateFleetInput
SetFleetType sets the FleetType field's value.
func (*CreateFleetInput) SetLogPaths ¶
func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput
SetLogPaths sets the LogPaths field's value.
func (*CreateFleetInput) SetMetricGroups ¶
func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput
SetMetricGroups sets the MetricGroups field's value.
func (*CreateFleetInput) SetName ¶
func (s *CreateFleetInput) SetName(v string) *CreateFleetInput
SetName sets the Name field's value.
func (*CreateFleetInput) SetNewGameSessionProtectionPolicy ¶
func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput
SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
func (*CreateFleetInput) SetPeerVpcAwsAccountId ¶
func (s *CreateFleetInput) SetPeerVpcAwsAccountId(v string) *CreateFleetInput
SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.
func (*CreateFleetInput) SetPeerVpcId ¶
func (s *CreateFleetInput) SetPeerVpcId(v string) *CreateFleetInput
SetPeerVpcId sets the PeerVpcId field's value.
func (*CreateFleetInput) SetResourceCreationLimitPolicy ¶
func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput
SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
func (*CreateFleetInput) SetRuntimeConfiguration ¶
func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput
SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
func (*CreateFleetInput) SetServerLaunchParameters ¶
func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput
SetServerLaunchParameters sets the ServerLaunchParameters field's value.
func (*CreateFleetInput) SetServerLaunchPath ¶
func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput
SetServerLaunchPath sets the ServerLaunchPath field's value.
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) SetFleetAttributes ¶
func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetOutput
SetFleetAttributes sets the FleetAttributes field's value.
func (CreateFleetOutput) String ¶
func (s CreateFleetOutput) String() string
String returns the string representation
type CreateGameSessionInput ¶
type CreateGameSessionInput struct { // Unique identifier for an alias associated with the fleet to create a game // session in. Each request must reference either a fleet ID or alias ID, but // not both. AliasId *string `type:"string"` // Unique identifier for a player or entity creating the game session. This // ID is used to enforce a resource protection policy (if one exists) that limits // the number of concurrent active game sessions one player can have. CreatorId *string `min:"1" type:"string"` // Unique identifier for a fleet to create a game session in. Each request must // reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // This parameter is no longer preferred. Please use IdempotencyToken instead. // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included // in the new game session's ID. (A game session ARN has the following format: // arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency // token>.) GameSessionId *string `min:"1" type:"string"` // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included // in the new game session's ID. (A game session ARN has the following format: // arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency // token>.) Idempotency tokens remain in use for 30 days after a game session // has ended; game session objects are retained for this time period and then // deleted. IdempotencyToken *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // Descriptive label that is associated with a 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) SetAliasId ¶
func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput
SetAliasId sets the AliasId field's value.
func (*CreateGameSessionInput) SetCreatorId ¶
func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput
SetCreatorId sets the CreatorId field's value.
func (*CreateGameSessionInput) SetFleetId ¶
func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput
SetFleetId sets the FleetId field's value.
func (*CreateGameSessionInput) SetGameProperties ¶
func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput
SetGameProperties sets the GameProperties field's value.
func (*CreateGameSessionInput) SetGameSessionData ¶
func (s *CreateGameSessionInput) SetGameSessionData(v string) *CreateGameSessionInput
SetGameSessionData sets the GameSessionData field's value.
func (*CreateGameSessionInput) SetGameSessionId ¶
func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput
SetGameSessionId sets the GameSessionId field's value.
func (*CreateGameSessionInput) SetIdempotencyToken ¶
func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput
SetIdempotencyToken sets the IdempotencyToken field's value.
func (*CreateGameSessionInput) SetMaximumPlayerSessionCount ¶
func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (*CreateGameSessionInput) SetName ¶
func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput
SetName sets the Name field's value.
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 that describes 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) SetGameSession ¶
func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSessionOutput
SetGameSession sets the GameSession field's value.
func (CreateGameSessionOutput) String ¶
func (s CreateGameSessionOutput) String() string
String returns the string representation
type CreateGameSessionQueueInput ¶
type CreateGameSessionQueueInput struct { // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. A player latency policy must set a value // for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API // requests will fail. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateGameSessionQueueInput) GoString ¶
func (s CreateGameSessionQueueInput) GoString() string
GoString returns the string representation
func (*CreateGameSessionQueueInput) SetDestinations ¶
func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput
SetDestinations sets the Destinations field's value.
func (*CreateGameSessionQueueInput) SetName ¶
func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput
SetName sets the Name field's value.
func (*CreateGameSessionQueueInput) SetPlayerLatencyPolicies ¶
func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput
SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.
func (*CreateGameSessionQueueInput) SetTimeoutInSeconds ¶
func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput
SetTimeoutInSeconds sets the TimeoutInSeconds field's value.
func (CreateGameSessionQueueInput) String ¶
func (s CreateGameSessionQueueInput) String() string
String returns the string representation
func (*CreateGameSessionQueueInput) Validate ¶
func (s *CreateGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateGameSessionQueueOutput ¶
type CreateGameSessionQueueOutput struct { // Object that describes the newly created game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateGameSessionQueueOutput) GoString ¶
func (s CreateGameSessionQueueOutput) GoString() string
GoString returns the string representation
func (*CreateGameSessionQueueOutput) SetGameSessionQueue ¶
func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput
SetGameSessionQueue sets the GameSessionQueue field's value.
func (CreateGameSessionQueueOutput) String ¶
func (s CreateGameSessionQueueOutput) String() string
String returns the string representation
type CreateMatchmakingConfigurationInput ¶
type CreateMatchmakingConfigurationInput struct { // Flag that determines whether or not a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. // // AcceptanceRequired is a required field AcceptanceRequired *bool `type:"boolean" required:"true"` // Length of time (in seconds) to wait for players to accept a proposed match. // If any player rejects the match or fails to accept before the timeout, the // ticket continues to look for an acceptable match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // Number of player slots in a match to keep open for future players. For example, // if the configuration's rule set specifies a match for a single 12-person // team, and the additional player count is set to 2, only 10 players are selected // for the match. AdditionalPlayerCount *int64 `type:"integer"` // Information to attached to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` // Meaningful description of the matchmaking configuration. Description *string `min:"1" type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameProperties []*GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameSessionData *string `min:"1" type:"string"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. // These queues are used when placing game sessions for matches that are created // with this matchmaking configuration. Queues can be located in any region. // // GameSessionQueueArns is a required field GameSessionQueueArns []*string `type:"list" required:"true"` // Unique identifier for a matchmaking configuration. This name is used to identify // the configuration associated with a matchmaking request or ticket. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"string"` // Maximum duration, in seconds, that a matchmaking ticket can remain in process // before timing out. Requests that time out can be resubmitted as needed. // // RequestTimeoutSeconds is a required field RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"` // Unique identifier for a matchmaking rule set to use with this configuration. // A matchmaking configuration can only use rule sets that are defined in the // same region. // // RuleSetName is a required field RuleSetName *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateMatchmakingConfigurationInput) GoString ¶
func (s CreateMatchmakingConfigurationInput) GoString() string
GoString returns the string representation
func (*CreateMatchmakingConfigurationInput) SetAcceptanceRequired ¶
func (s *CreateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *CreateMatchmakingConfigurationInput
SetAcceptanceRequired sets the AcceptanceRequired field's value.
func (*CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds ¶
func (s *CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput
SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.
func (*CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount ¶
func (s *CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *CreateMatchmakingConfigurationInput
SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.
func (*CreateMatchmakingConfigurationInput) SetCustomEventData ¶
func (s *CreateMatchmakingConfigurationInput) SetCustomEventData(v string) *CreateMatchmakingConfigurationInput
SetCustomEventData sets the CustomEventData field's value.
func (*CreateMatchmakingConfigurationInput) SetDescription ¶
func (s *CreateMatchmakingConfigurationInput) SetDescription(v string) *CreateMatchmakingConfigurationInput
SetDescription sets the Description field's value.
func (*CreateMatchmakingConfigurationInput) SetGameProperties ¶
func (s *CreateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *CreateMatchmakingConfigurationInput
SetGameProperties sets the GameProperties field's value.
func (*CreateMatchmakingConfigurationInput) SetGameSessionData ¶
func (s *CreateMatchmakingConfigurationInput) SetGameSessionData(v string) *CreateMatchmakingConfigurationInput
SetGameSessionData sets the GameSessionData field's value.
func (*CreateMatchmakingConfigurationInput) SetGameSessionQueueArns ¶
func (s *CreateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *CreateMatchmakingConfigurationInput
SetGameSessionQueueArns sets the GameSessionQueueArns field's value.
func (*CreateMatchmakingConfigurationInput) SetName ¶
func (s *CreateMatchmakingConfigurationInput) SetName(v string) *CreateMatchmakingConfigurationInput
SetName sets the Name field's value.
func (*CreateMatchmakingConfigurationInput) SetNotificationTarget ¶
func (s *CreateMatchmakingConfigurationInput) SetNotificationTarget(v string) *CreateMatchmakingConfigurationInput
SetNotificationTarget sets the NotificationTarget field's value.
func (*CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds ¶
func (s *CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput
SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.
func (*CreateMatchmakingConfigurationInput) SetRuleSetName ¶
func (s *CreateMatchmakingConfigurationInput) SetRuleSetName(v string) *CreateMatchmakingConfigurationInput
SetRuleSetName sets the RuleSetName field's value.
func (CreateMatchmakingConfigurationInput) String ¶
func (s CreateMatchmakingConfigurationInput) String() string
String returns the string representation
func (*CreateMatchmakingConfigurationInput) Validate ¶
func (s *CreateMatchmakingConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateMatchmakingConfigurationOutput ¶
type CreateMatchmakingConfigurationOutput struct { // Object that describes the newly created matchmaking configuration. Configuration *MatchmakingConfiguration `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateMatchmakingConfigurationOutput) GoString ¶
func (s CreateMatchmakingConfigurationOutput) GoString() string
GoString returns the string representation
func (*CreateMatchmakingConfigurationOutput) SetConfiguration ¶
func (s *CreateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *CreateMatchmakingConfigurationOutput
SetConfiguration sets the Configuration field's value.
func (CreateMatchmakingConfigurationOutput) String ¶
func (s CreateMatchmakingConfigurationOutput) String() string
String returns the string representation
type CreateMatchmakingRuleSetInput ¶
type CreateMatchmakingRuleSetInput struct { // Unique identifier for a matchmaking rule set. This name is used to identify // the rule set associated with a matchmaking configuration. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Collection of matchmaking rules, formatted as a JSON string. (Note that comments // are not allowed in JSON, but most elements support a description field.) // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateMatchmakingRuleSetInput) GoString ¶
func (s CreateMatchmakingRuleSetInput) GoString() string
GoString returns the string representation
func (*CreateMatchmakingRuleSetInput) SetName ¶
func (s *CreateMatchmakingRuleSetInput) SetName(v string) *CreateMatchmakingRuleSetInput
SetName sets the Name field's value.
func (*CreateMatchmakingRuleSetInput) SetRuleSetBody ¶
func (s *CreateMatchmakingRuleSetInput) SetRuleSetBody(v string) *CreateMatchmakingRuleSetInput
SetRuleSetBody sets the RuleSetBody field's value.
func (CreateMatchmakingRuleSetInput) String ¶
func (s CreateMatchmakingRuleSetInput) String() string
String returns the string representation
func (*CreateMatchmakingRuleSetInput) Validate ¶
func (s *CreateMatchmakingRuleSetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateMatchmakingRuleSetOutput ¶
type CreateMatchmakingRuleSetOutput struct { // Object that describes the newly created matchmaking rule set. // // RuleSet is a required field RuleSet *MatchmakingRuleSet `type:"structure" required:"true"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateMatchmakingRuleSetOutput) GoString ¶
func (s CreateMatchmakingRuleSetOutput) GoString() string
GoString returns the string representation
func (*CreateMatchmakingRuleSetOutput) SetRuleSet ¶
func (s *CreateMatchmakingRuleSetOutput) SetRuleSet(v *MatchmakingRuleSet) *CreateMatchmakingRuleSetOutput
SetRuleSet sets the RuleSet field's value.
func (CreateMatchmakingRuleSetOutput) String ¶
func (s CreateMatchmakingRuleSetOutput) String() string
String returns the string representation
type CreatePlayerSessionInput ¶
type CreatePlayerSessionInput struct { // Unique identifier for the game session to add a player to. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player. Player IDs are developer-defined. // // PlayerId is a required field 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) SetGameSessionId ¶
func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput
SetGameSessionId sets the GameSessionId field's value.
func (*CreatePlayerSessionInput) SetPlayerData ¶
func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput
SetPlayerData sets the PlayerData field's value.
func (*CreatePlayerSessionInput) SetPlayerId ¶
func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput
SetPlayerId sets the PlayerId field's value.
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 that describes 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) SetPlayerSession ¶
func (s *CreatePlayerSessionOutput) SetPlayerSession(v *PlayerSession) *CreatePlayerSessionOutput
SetPlayerSession sets the PlayerSession field's value.
func (CreatePlayerSessionOutput) String ¶
func (s CreatePlayerSessionOutput) String() string
String returns the string representation
type CreatePlayerSessionsInput ¶
type CreatePlayerSessionsInput struct { // Unique identifier for the game session to add players to. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Map of string pairs, each specifying a player ID and a set of developer-defined // information related to the player. Amazon GameLift does not use this data, // so it can be formatted as needed for use in the game. Player data strings // for player IDs not included in the PlayerIds parameter are ignored. PlayerDataMap map[string]*string `type:"map"` // List of unique identifiers for the players to be added. // // PlayerIds is a required field 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) SetGameSessionId ¶
func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput
SetGameSessionId sets the GameSessionId field's value.
func (*CreatePlayerSessionsInput) SetPlayerDataMap ¶
func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput
SetPlayerDataMap sets the PlayerDataMap field's value.
func (*CreatePlayerSessionsInput) SetPlayerIds ¶
func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput
SetPlayerIds sets the PlayerIds field's value.
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) SetPlayerSessions ¶
func (s *CreatePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *CreatePlayerSessionsOutput
SetPlayerSessions sets the PlayerSessions field's value.
func (CreatePlayerSessionsOutput) String ¶
func (s CreatePlayerSessionsOutput) String() string
String returns the string representation
type CreateVpcPeeringAuthorizationInput ¶
type CreateVpcPeeringAuthorizationInput struct { // Unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateVpcPeeringAuthorizationInput) GoString ¶
func (s CreateVpcPeeringAuthorizationInput) GoString() string
GoString returns the string representation
func (*CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId ¶
func (s *CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *CreateVpcPeeringAuthorizationInput
SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.
func (*CreateVpcPeeringAuthorizationInput) SetPeerVpcId ¶
func (s *CreateVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *CreateVpcPeeringAuthorizationInput
SetPeerVpcId sets the PeerVpcId field's value.
func (CreateVpcPeeringAuthorizationInput) String ¶
func (s CreateVpcPeeringAuthorizationInput) String() string
String returns the string representation
func (*CreateVpcPeeringAuthorizationInput) Validate ¶
func (s *CreateVpcPeeringAuthorizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateVpcPeeringAuthorizationOutput ¶
type CreateVpcPeeringAuthorizationOutput struct { // Details on the requested VPC peering authorization, including expiration. VpcPeeringAuthorization *VpcPeeringAuthorization `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (CreateVpcPeeringAuthorizationOutput) GoString ¶
func (s CreateVpcPeeringAuthorizationOutput) GoString() string
GoString returns the string representation
func (*CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization ¶
func (s *CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization(v *VpcPeeringAuthorization) *CreateVpcPeeringAuthorizationOutput
SetVpcPeeringAuthorization sets the VpcPeeringAuthorization field's value.
func (CreateVpcPeeringAuthorizationOutput) String ¶
func (s CreateVpcPeeringAuthorizationOutput) String() string
String returns the string representation
type CreateVpcPeeringConnectionInput ¶
type CreateVpcPeeringConnectionInput struct { // Unique identifier for a fleet. This tells Amazon GameLift which GameLift // VPC to peer with. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for the AWS account with the VPC that you want to peer // your Amazon GameLift fleet with. You can find your Account ID in the AWS // Management Console under account settings. // // PeerVpcAwsAccountId is a required field PeerVpcAwsAccountId *string `min:"1" type:"string" required:"true"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (CreateVpcPeeringConnectionInput) GoString ¶
func (s CreateVpcPeeringConnectionInput) GoString() string
GoString returns the string representation
func (*CreateVpcPeeringConnectionInput) SetFleetId ¶
func (s *CreateVpcPeeringConnectionInput) SetFleetId(v string) *CreateVpcPeeringConnectionInput
SetFleetId sets the FleetId field's value.
func (*CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId ¶
func (s *CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId(v string) *CreateVpcPeeringConnectionInput
SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.
func (*CreateVpcPeeringConnectionInput) SetPeerVpcId ¶
func (s *CreateVpcPeeringConnectionInput) SetPeerVpcId(v string) *CreateVpcPeeringConnectionInput
SetPeerVpcId sets the PeerVpcId field's value.
func (CreateVpcPeeringConnectionInput) String ¶
func (s CreateVpcPeeringConnectionInput) String() string
String returns the string representation
func (*CreateVpcPeeringConnectionInput) Validate ¶
func (s *CreateVpcPeeringConnectionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateVpcPeeringConnectionOutput ¶
type CreateVpcPeeringConnectionOutput struct {
// contains filtered or unexported fields
}
func (CreateVpcPeeringConnectionOutput) GoString ¶
func (s CreateVpcPeeringConnectionOutput) GoString() string
GoString returns the string representation
func (CreateVpcPeeringConnectionOutput) String ¶
func (s CreateVpcPeeringConnectionOutput) 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 is a required field 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) SetAliasId ¶
func (s *DeleteAliasInput) SetAliasId(v string) *DeleteAliasInput
SetAliasId sets the AliasId field's value.
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 a build to delete. // // BuildId is a required field 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) SetBuildId ¶
func (s *DeleteBuildInput) SetBuildId(v string) *DeleteBuildInput
SetBuildId sets the BuildId field's value.
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 a fleet to be deleted. // // FleetId is a required field 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) SetFleetId ¶
func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput
SetFleetId sets the FleetId field's value.
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 DeleteGameSessionQueueInput ¶
type DeleteGameSessionQueueInput struct { // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteGameSessionQueueInput) GoString ¶
func (s DeleteGameSessionQueueInput) GoString() string
GoString returns the string representation
func (*DeleteGameSessionQueueInput) SetName ¶
func (s *DeleteGameSessionQueueInput) SetName(v string) *DeleteGameSessionQueueInput
SetName sets the Name field's value.
func (DeleteGameSessionQueueInput) String ¶
func (s DeleteGameSessionQueueInput) String() string
String returns the string representation
func (*DeleteGameSessionQueueInput) Validate ¶
func (s *DeleteGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteGameSessionQueueOutput ¶
type DeleteGameSessionQueueOutput struct {
// contains filtered or unexported fields
}
func (DeleteGameSessionQueueOutput) GoString ¶
func (s DeleteGameSessionQueueOutput) GoString() string
GoString returns the string representation
func (DeleteGameSessionQueueOutput) String ¶
func (s DeleteGameSessionQueueOutput) String() string
String returns the string representation
type DeleteMatchmakingConfigurationInput ¶
type DeleteMatchmakingConfigurationInput struct { // Unique identifier for a matchmaking configuration // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteMatchmakingConfigurationInput) GoString ¶
func (s DeleteMatchmakingConfigurationInput) GoString() string
GoString returns the string representation
func (*DeleteMatchmakingConfigurationInput) SetName ¶
func (s *DeleteMatchmakingConfigurationInput) SetName(v string) *DeleteMatchmakingConfigurationInput
SetName sets the Name field's value.
func (DeleteMatchmakingConfigurationInput) String ¶
func (s DeleteMatchmakingConfigurationInput) String() string
String returns the string representation
func (*DeleteMatchmakingConfigurationInput) Validate ¶
func (s *DeleteMatchmakingConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteMatchmakingConfigurationOutput ¶
type DeleteMatchmakingConfigurationOutput struct {
// contains filtered or unexported fields
}
func (DeleteMatchmakingConfigurationOutput) GoString ¶
func (s DeleteMatchmakingConfigurationOutput) GoString() string
GoString returns the string representation
func (DeleteMatchmakingConfigurationOutput) String ¶
func (s DeleteMatchmakingConfigurationOutput) String() string
String returns the string representation
type DeleteScalingPolicyInput ¶
type DeleteScalingPolicyInput struct { // Unique identifier for a fleet to be deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. // // Name is a required field 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) SetFleetId ¶
func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput
SetFleetId sets the FleetId field's value.
func (*DeleteScalingPolicyInput) SetName ¶
func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput
SetName sets the Name field's value.
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 DeleteVpcPeeringAuthorizationInput ¶
type DeleteVpcPeeringAuthorizationInput struct { // Unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteVpcPeeringAuthorizationInput) GoString ¶
func (s DeleteVpcPeeringAuthorizationInput) GoString() string
GoString returns the string representation
func (*DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId ¶
func (s *DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *DeleteVpcPeeringAuthorizationInput
SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.
func (*DeleteVpcPeeringAuthorizationInput) SetPeerVpcId ¶
func (s *DeleteVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *DeleteVpcPeeringAuthorizationInput
SetPeerVpcId sets the PeerVpcId field's value.
func (DeleteVpcPeeringAuthorizationInput) String ¶
func (s DeleteVpcPeeringAuthorizationInput) String() string
String returns the string representation
func (*DeleteVpcPeeringAuthorizationInput) Validate ¶
func (s *DeleteVpcPeeringAuthorizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteVpcPeeringAuthorizationOutput ¶
type DeleteVpcPeeringAuthorizationOutput struct {
// contains filtered or unexported fields
}
func (DeleteVpcPeeringAuthorizationOutput) GoString ¶
func (s DeleteVpcPeeringAuthorizationOutput) GoString() string
GoString returns the string representation
func (DeleteVpcPeeringAuthorizationOutput) String ¶
func (s DeleteVpcPeeringAuthorizationOutput) String() string
String returns the string representation
type DeleteVpcPeeringConnectionInput ¶
type DeleteVpcPeeringConnectionInput struct { // Unique identifier for a fleet. This value must match the fleet ID referenced // in the VPC peering connection record. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for a VPC peering connection. This value is included in // the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections. // // VpcPeeringConnectionId is a required field VpcPeeringConnectionId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DeleteVpcPeeringConnectionInput) GoString ¶
func (s DeleteVpcPeeringConnectionInput) GoString() string
GoString returns the string representation
func (*DeleteVpcPeeringConnectionInput) SetFleetId ¶
func (s *DeleteVpcPeeringConnectionInput) SetFleetId(v string) *DeleteVpcPeeringConnectionInput
SetFleetId sets the FleetId field's value.
func (*DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId ¶
func (s *DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId(v string) *DeleteVpcPeeringConnectionInput
SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value.
func (DeleteVpcPeeringConnectionInput) String ¶
func (s DeleteVpcPeeringConnectionInput) String() string
String returns the string representation
func (*DeleteVpcPeeringConnectionInput) Validate ¶
func (s *DeleteVpcPeeringConnectionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteVpcPeeringConnectionOutput ¶
type DeleteVpcPeeringConnectionOutput struct {
// contains filtered or unexported fields
}
func (DeleteVpcPeeringConnectionOutput) GoString ¶
func (s DeleteVpcPeeringConnectionOutput) GoString() string
GoString returns the string representation
func (DeleteVpcPeeringConnectionOutput) String ¶
func (s DeleteVpcPeeringConnectionOutput) 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 is a required field 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) SetAliasId ¶
func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput
SetAliasId sets the AliasId field's value.
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 that contains 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) SetAlias ¶
func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput
SetAlias sets the Alias field's value.
func (DescribeAliasOutput) String ¶
func (s DescribeAliasOutput) String() string
String returns the string representation
type DescribeBuildInput ¶
type DescribeBuildInput struct { // Unique identifier for a build to retrieve properties for. // // BuildId is a required field 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) SetBuildId ¶
func (s *DescribeBuildInput) SetBuildId(v string) *DescribeBuildInput
SetBuildId sets the BuildId field's value.
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) SetBuild ¶
func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput
SetBuild sets the Build field's value.
func (DescribeBuildOutput) String ¶
func (s DescribeBuildOutput) String() string
String returns the string representation
type DescribeEC2InstanceLimitsInput ¶
type DescribeEC2InstanceLimitsInput struct { // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. 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) SetEC2InstanceType ¶
func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput
SetEC2InstanceType sets the EC2InstanceType field's value.
func (DescribeEC2InstanceLimitsInput) String ¶
func (s DescribeEC2InstanceLimitsInput) String() string
String returns the string representation
type DescribeEC2InstanceLimitsOutput ¶
type DescribeEC2InstanceLimitsOutput struct { // Object that contains 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) SetEC2InstanceLimits ¶
func (s *DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits(v []*EC2InstanceLimit) *DescribeEC2InstanceLimitsOutput
SetEC2InstanceLimits sets the EC2InstanceLimits field's value.
func (DescribeEC2InstanceLimitsOutput) String ¶
func (s DescribeEC2InstanceLimitsOutput) String() string
String returns the string representation
type DescribeFleetAttributesInput ¶
type DescribeFleetAttributesInput struct { // Unique identifier for a fleet(s) to retrieve attributes for. To request attributes // for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. 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 that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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) SetFleetIds ¶
func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput
SetFleetIds sets the FleetIds field's value.
func (*DescribeFleetAttributesInput) SetLimit ¶
func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput
SetLimit sets the Limit field's value.
func (*DescribeFleetAttributesInput) SetNextToken ¶
func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput
SetNextToken sets the NextToken field's value.
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 that indicates 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. 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) SetFleetAttributes ¶
func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput
SetFleetAttributes sets the FleetAttributes field's value.
func (*DescribeFleetAttributesOutput) SetNextToken ¶
func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput
SetNextToken sets the NextToken field's value.
func (DescribeFleetAttributesOutput) String ¶
func (s DescribeFleetAttributesOutput) String() string
String returns the string representation
type DescribeFleetCapacityInput ¶
type DescribeFleetCapacityInput struct { // Unique identifier for a fleet(s) to retrieve capacity information for. To // request capacity information for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. 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 that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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) SetFleetIds ¶
func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput
SetFleetIds sets the FleetIds field's value.
func (*DescribeFleetCapacityInput) SetLimit ¶
func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput
SetLimit sets the Limit field's value.
func (*DescribeFleetCapacityInput) SetNextToken ¶
func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput
SetNextToken sets the NextToken field's value.
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 that indicates 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. 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) SetFleetCapacity ¶
func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput
SetFleetCapacity sets the FleetCapacity field's value.
func (*DescribeFleetCapacityOutput) SetNextToken ¶
func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput
SetNextToken sets the NextToken field's value.
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 a number expressed in Unix time as milliseconds (ex: "1469498468.057"). EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet to get event logs for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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 a number expressed in Unix time as milliseconds // (ex: "1469498468.057"). 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) SetEndTime ¶
func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput
SetEndTime sets the EndTime field's value.
func (*DescribeFleetEventsInput) SetFleetId ¶
func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput
SetFleetId sets the FleetId field's value.
func (*DescribeFleetEventsInput) SetLimit ¶
func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput
SetLimit sets the Limit field's value.
func (*DescribeFleetEventsInput) SetNextToken ¶
func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput
SetNextToken sets the NextToken field's value.
func (*DescribeFleetEventsInput) SetStartTime ¶
func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput
SetStartTime sets the StartTime field's value.
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 that indicates 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. 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) SetEvents ¶
func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput
SetEvents sets the Events field's value.
func (*DescribeFleetEventsOutput) SetNextToken ¶
func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput
SetNextToken sets the NextToken field's value.
func (DescribeFleetEventsOutput) String ¶
func (s DescribeFleetEventsOutput) String() string
String returns the string representation
type DescribeFleetPortSettingsInput ¶
type DescribeFleetPortSettingsInput struct { // Unique identifier for a fleet to retrieve port settings for. // // FleetId is a required field 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) SetFleetId ¶
func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput
SetFleetId sets the FleetId field's value.
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 that contains 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) SetInboundPermissions ¶
func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput
SetInboundPermissions sets the InboundPermissions field's value.
func (DescribeFleetPortSettingsOutput) String ¶
func (s DescribeFleetPortSettingsOutput) String() string
String returns the string representation
type DescribeFleetUtilizationInput ¶
type DescribeFleetUtilizationInput struct { // Unique identifier for a fleet(s) to retrieve utilization data for. To request // utilization data for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. 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 that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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) SetFleetIds ¶
func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput
SetFleetIds sets the FleetIds field's value.
func (*DescribeFleetUtilizationInput) SetLimit ¶
func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput
SetLimit sets the Limit field's value.
func (*DescribeFleetUtilizationInput) SetNextToken ¶
func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput
SetNextToken sets the NextToken field's value.
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 that indicates 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. 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) SetFleetUtilization ¶
func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput
SetFleetUtilization sets the FleetUtilization field's value.
func (*DescribeFleetUtilizationOutput) SetNextToken ¶
func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput
SetNextToken sets the NextToken field's value.
func (DescribeFleetUtilizationOutput) String ¶
func (s DescribeFleetUtilizationOutput) String() string
String returns the string representation
type DescribeGameSessionDetailsInput ¶
type DescribeGameSessionDetailsInput struct { // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` // Unique identifier for a fleet to retrieve all game sessions active on the // fleet. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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 statuses // 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) SetAliasId ¶
func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput
SetAliasId sets the AliasId field's value.
func (*DescribeGameSessionDetailsInput) SetFleetId ¶
func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput
SetFleetId sets the FleetId field's value.
func (*DescribeGameSessionDetailsInput) SetGameSessionId ¶
func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput
SetGameSessionId sets the GameSessionId field's value.
func (*DescribeGameSessionDetailsInput) SetLimit ¶
func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput
SetLimit sets the Limit field's value.
func (*DescribeGameSessionDetailsInput) SetNextToken ¶
func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput
SetNextToken sets the NextToken field's value.
func (*DescribeGameSessionDetailsInput) SetStatusFilter ¶
func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput
SetStatusFilter sets the StatusFilter field's value.
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 that indicates 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. 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) SetGameSessionDetails ¶
func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput
SetGameSessionDetails sets the GameSessionDetails field's value.
func (*DescribeGameSessionDetailsOutput) SetNextToken ¶
func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput
SetNextToken sets the NextToken field's value.
func (DescribeGameSessionDetailsOutput) String ¶
func (s DescribeGameSessionDetailsOutput) String() string
String returns the string representation
type DescribeGameSessionPlacementInput ¶
type DescribeGameSessionPlacementInput struct { // Unique identifier for a game session placement to retrieve. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeGameSessionPlacementInput) GoString ¶
func (s DescribeGameSessionPlacementInput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionPlacementInput) SetPlacementId ¶
func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput
SetPlacementId sets the PlacementId field's value.
func (DescribeGameSessionPlacementInput) String ¶
func (s DescribeGameSessionPlacementInput) String() string
String returns the string representation
func (*DescribeGameSessionPlacementInput) Validate ¶
func (s *DescribeGameSessionPlacementInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionPlacementOutput ¶
type DescribeGameSessionPlacementOutput struct { // Object that describes the requested game session placement. GameSessionPlacement *GameSessionPlacement `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeGameSessionPlacementOutput) GoString ¶
func (s DescribeGameSessionPlacementOutput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionPlacementOutput) SetGameSessionPlacement ¶
func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput
SetGameSessionPlacement sets the GameSessionPlacement field's value.
func (DescribeGameSessionPlacementOutput) String ¶
func (s DescribeGameSessionPlacementOutput) String() string
String returns the string representation
type DescribeGameSessionQueuesInput ¶
type DescribeGameSessionQueuesInput struct { // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // List of queue names to retrieve information for. To request settings for // all queues, leave this parameter empty. Names []*string `type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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 (DescribeGameSessionQueuesInput) GoString ¶
func (s DescribeGameSessionQueuesInput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionQueuesInput) SetLimit ¶
func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput
SetLimit sets the Limit field's value.
func (*DescribeGameSessionQueuesInput) SetNames ¶
func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput
SetNames sets the Names field's value.
func (*DescribeGameSessionQueuesInput) SetNextToken ¶
func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput
SetNextToken sets the NextToken field's value.
func (DescribeGameSessionQueuesInput) String ¶
func (s DescribeGameSessionQueuesInput) String() string
String returns the string representation
func (*DescribeGameSessionQueuesInput) Validate ¶
func (s *DescribeGameSessionQueuesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionQueuesOutput ¶
type DescribeGameSessionQueuesOutput struct { // Collection of objects that describes the requested game session queues. GameSessionQueues []*GameSessionQueue `type:"list"` // Token that indicates 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. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeGameSessionQueuesOutput) GoString ¶
func (s DescribeGameSessionQueuesOutput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionQueuesOutput) SetGameSessionQueues ¶
func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput
SetGameSessionQueues sets the GameSessionQueues field's value.
func (*DescribeGameSessionQueuesOutput) SetNextToken ¶
func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput
SetNextToken sets the NextToken field's value.
func (DescribeGameSessionQueuesOutput) String ¶
func (s DescribeGameSessionQueuesOutput) String() string
String returns the string representation
type DescribeGameSessionsInput ¶
type DescribeGameSessionsInput struct { // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` // Unique identifier for a fleet to retrieve all game sessions for. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve. You can use either a // GameSessionId or GameSessionArn value. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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 statuses // 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) SetAliasId ¶
func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput
SetAliasId sets the AliasId field's value.
func (*DescribeGameSessionsInput) SetFleetId ¶
func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput
SetFleetId sets the FleetId field's value.
func (*DescribeGameSessionsInput) SetGameSessionId ¶
func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput
SetGameSessionId sets the GameSessionId field's value.
func (*DescribeGameSessionsInput) SetLimit ¶
func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput
SetLimit sets the Limit field's value.
func (*DescribeGameSessionsInput) SetNextToken ¶
func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput
SetNextToken sets the NextToken field's value.
func (*DescribeGameSessionsInput) SetStatusFilter ¶
func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput
SetStatusFilter sets the StatusFilter field's value.
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 that indicates 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. 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) SetGameSessions ¶
func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput
SetGameSessions sets the GameSessions field's value.
func (*DescribeGameSessionsOutput) SetNextToken ¶
func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput
SetNextToken sets the NextToken field's value.
func (DescribeGameSessionsOutput) String ¶
func (s DescribeGameSessionsOutput) String() string
String returns the string representation
type DescribeInstancesInput ¶
type DescribeInstancesInput struct { // Unique identifier for a fleet to retrieve instance information for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for an instance to retrieve. Specify an instance ID or // leave blank to retrieve all instances in the fleet. InstanceId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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 (DescribeInstancesInput) GoString ¶
func (s DescribeInstancesInput) GoString() string
GoString returns the string representation
func (*DescribeInstancesInput) SetFleetId ¶
func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput
SetFleetId sets the FleetId field's value.
func (*DescribeInstancesInput) SetInstanceId ¶
func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput
SetInstanceId sets the InstanceId field's value.
func (*DescribeInstancesInput) SetLimit ¶
func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput
SetLimit sets the Limit field's value.
func (*DescribeInstancesInput) SetNextToken ¶
func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput
SetNextToken sets the NextToken field's value.
func (DescribeInstancesInput) String ¶
func (s DescribeInstancesInput) String() string
String returns the string representation
func (*DescribeInstancesInput) Validate ¶
func (s *DescribeInstancesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeInstancesOutput ¶
type DescribeInstancesOutput struct { // Collection of objects containing properties for each instance returned. Instances []*Instance `type:"list"` // Token that indicates 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. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeInstancesOutput) GoString ¶
func (s DescribeInstancesOutput) GoString() string
GoString returns the string representation
func (*DescribeInstancesOutput) SetInstances ¶
func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput
SetInstances sets the Instances field's value.
func (*DescribeInstancesOutput) SetNextToken ¶
func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput
SetNextToken sets the NextToken field's value.
func (DescribeInstancesOutput) String ¶
func (s DescribeInstancesOutput) String() string
String returns the string representation
type DescribeMatchmakingConfigurationsInput ¶
type DescribeMatchmakingConfigurationsInput struct { // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is limited to 10. Limit *int64 `min:"1" type:"integer"` // Unique identifier for a matchmaking configuration(s) to retrieve. To request // all existing configurations, leave this parameter empty. Names []*string `type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Unique identifier for a matchmaking rule set. Use this parameter to retrieve // all matchmaking configurations that use this rule set. RuleSetName *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeMatchmakingConfigurationsInput) GoString ¶
func (s DescribeMatchmakingConfigurationsInput) GoString() string
GoString returns the string representation
func (*DescribeMatchmakingConfigurationsInput) SetLimit ¶
func (s *DescribeMatchmakingConfigurationsInput) SetLimit(v int64) *DescribeMatchmakingConfigurationsInput
SetLimit sets the Limit field's value.
func (*DescribeMatchmakingConfigurationsInput) SetNames ¶
func (s *DescribeMatchmakingConfigurationsInput) SetNames(v []*string) *DescribeMatchmakingConfigurationsInput
SetNames sets the Names field's value.
func (*DescribeMatchmakingConfigurationsInput) SetNextToken ¶
func (s *DescribeMatchmakingConfigurationsInput) SetNextToken(v string) *DescribeMatchmakingConfigurationsInput
SetNextToken sets the NextToken field's value.
func (*DescribeMatchmakingConfigurationsInput) SetRuleSetName ¶
func (s *DescribeMatchmakingConfigurationsInput) SetRuleSetName(v string) *DescribeMatchmakingConfigurationsInput
SetRuleSetName sets the RuleSetName field's value.
func (DescribeMatchmakingConfigurationsInput) String ¶
func (s DescribeMatchmakingConfigurationsInput) String() string
String returns the string representation
func (*DescribeMatchmakingConfigurationsInput) Validate ¶
func (s *DescribeMatchmakingConfigurationsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeMatchmakingConfigurationsOutput ¶
type DescribeMatchmakingConfigurationsOutput struct { // Collection of requested matchmaking configuration objects. Configurations []*MatchmakingConfiguration `type:"list"` // Token that indicates 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. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeMatchmakingConfigurationsOutput) GoString ¶
func (s DescribeMatchmakingConfigurationsOutput) GoString() string
GoString returns the string representation
func (*DescribeMatchmakingConfigurationsOutput) SetConfigurations ¶
func (s *DescribeMatchmakingConfigurationsOutput) SetConfigurations(v []*MatchmakingConfiguration) *DescribeMatchmakingConfigurationsOutput
SetConfigurations sets the Configurations field's value.
func (*DescribeMatchmakingConfigurationsOutput) SetNextToken ¶
func (s *DescribeMatchmakingConfigurationsOutput) SetNextToken(v string) *DescribeMatchmakingConfigurationsOutput
SetNextToken sets the NextToken field's value.
func (DescribeMatchmakingConfigurationsOutput) String ¶
func (s DescribeMatchmakingConfigurationsOutput) String() string
String returns the string representation
type DescribeMatchmakingInput ¶
type DescribeMatchmakingInput struct { // Unique identifier for a matchmaking ticket. You can include up to 10 ID values. // // TicketIds is a required field TicketIds []*string `type:"list" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeMatchmakingInput) GoString ¶
func (s DescribeMatchmakingInput) GoString() string
GoString returns the string representation
func (*DescribeMatchmakingInput) SetTicketIds ¶
func (s *DescribeMatchmakingInput) SetTicketIds(v []*string) *DescribeMatchmakingInput
SetTicketIds sets the TicketIds field's value.
func (DescribeMatchmakingInput) String ¶
func (s DescribeMatchmakingInput) String() string
String returns the string representation
func (*DescribeMatchmakingInput) Validate ¶
func (s *DescribeMatchmakingInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeMatchmakingOutput ¶
type DescribeMatchmakingOutput struct { // Collection of existing matchmaking ticket objects matching the request. TicketList []*MatchmakingTicket `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeMatchmakingOutput) GoString ¶
func (s DescribeMatchmakingOutput) GoString() string
GoString returns the string representation
func (*DescribeMatchmakingOutput) SetTicketList ¶
func (s *DescribeMatchmakingOutput) SetTicketList(v []*MatchmakingTicket) *DescribeMatchmakingOutput
SetTicketList sets the TicketList field's value.
func (DescribeMatchmakingOutput) String ¶
func (s DescribeMatchmakingOutput) String() string
String returns the string representation
type DescribeMatchmakingRuleSetsInput ¶
type DescribeMatchmakingRuleSetsInput struct { // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Unique identifier for a matchmaking rule set. This name is used to identify // the rule set associated with a matchmaking configuration. Names []*string `min:"1" type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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 (DescribeMatchmakingRuleSetsInput) GoString ¶
func (s DescribeMatchmakingRuleSetsInput) GoString() string
GoString returns the string representation
func (*DescribeMatchmakingRuleSetsInput) SetLimit ¶
func (s *DescribeMatchmakingRuleSetsInput) SetLimit(v int64) *DescribeMatchmakingRuleSetsInput
SetLimit sets the Limit field's value.
func (*DescribeMatchmakingRuleSetsInput) SetNames ¶
func (s *DescribeMatchmakingRuleSetsInput) SetNames(v []*string) *DescribeMatchmakingRuleSetsInput
SetNames sets the Names field's value.
func (*DescribeMatchmakingRuleSetsInput) SetNextToken ¶
func (s *DescribeMatchmakingRuleSetsInput) SetNextToken(v string) *DescribeMatchmakingRuleSetsInput
SetNextToken sets the NextToken field's value.
func (DescribeMatchmakingRuleSetsInput) String ¶
func (s DescribeMatchmakingRuleSetsInput) String() string
String returns the string representation
func (*DescribeMatchmakingRuleSetsInput) Validate ¶
func (s *DescribeMatchmakingRuleSetsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeMatchmakingRuleSetsOutput ¶
type DescribeMatchmakingRuleSetsOutput struct { // Token that indicates 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. NextToken *string `min:"1" type:"string"` // Collection of requested matchmaking rule set objects. // // RuleSets is a required field RuleSets []*MatchmakingRuleSet `type:"list" required:"true"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeMatchmakingRuleSetsOutput) GoString ¶
func (s DescribeMatchmakingRuleSetsOutput) GoString() string
GoString returns the string representation
func (*DescribeMatchmakingRuleSetsOutput) SetNextToken ¶
func (s *DescribeMatchmakingRuleSetsOutput) SetNextToken(v string) *DescribeMatchmakingRuleSetsOutput
SetNextToken sets the NextToken field's value.
func (*DescribeMatchmakingRuleSetsOutput) SetRuleSets ¶
func (s *DescribeMatchmakingRuleSetsOutput) SetRuleSets(v []*MatchmakingRuleSet) *DescribeMatchmakingRuleSetsOutput
SetRuleSets sets the RuleSets field's value.
func (DescribeMatchmakingRuleSetsOutput) String ¶
func (s DescribeMatchmakingRuleSetsOutput) String() string
String returns the string representation
type DescribePlayerSessionsInput ¶
type DescribePlayerSessionsInput struct { // Unique identifier for the game session to retrieve player sessions for. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. 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 that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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 to retrieve player sessions for. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session to retrieve. PlayerSessionId *string `type:"string"` // Player session status to filter results on. // // Possible player session statuses include the following: // // * RESERVED -- The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE -- The player has been validated by the server process and is // currently connected. // // * COMPLETED -- The player connection has been dropped. // // * TIMEDOUT -- A player session request was received, but the player did // not connect and/or was not validated within the timeout limit (60 seconds). 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) SetGameSessionId ¶
func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput
SetGameSessionId sets the GameSessionId field's value.
func (*DescribePlayerSessionsInput) SetLimit ¶
func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput
SetLimit sets the Limit field's value.
func (*DescribePlayerSessionsInput) SetNextToken ¶
func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput
SetNextToken sets the NextToken field's value.
func (*DescribePlayerSessionsInput) SetPlayerId ¶
func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput
SetPlayerId sets the PlayerId field's value.
func (*DescribePlayerSessionsInput) SetPlayerSessionId ¶
func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput
SetPlayerSessionId sets the PlayerSessionId field's value.
func (*DescribePlayerSessionsInput) SetPlayerSessionStatusFilter ¶
func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput
SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value.
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 that indicates 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. 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) SetNextToken ¶
func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput
SetNextToken sets the NextToken field's value.
func (*DescribePlayerSessionsOutput) SetPlayerSessions ¶
func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput
SetPlayerSessions sets the PlayerSessions field's value.
func (DescribePlayerSessionsOutput) String ¶
func (s DescribePlayerSessionsOutput) String() string
String returns the string representation
type DescribeRuntimeConfigurationInput ¶
type DescribeRuntimeConfigurationInput struct { // Unique identifier for a fleet to get the run-time configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeRuntimeConfigurationInput) GoString ¶
func (s DescribeRuntimeConfigurationInput) GoString() string
GoString returns the string representation
func (*DescribeRuntimeConfigurationInput) SetFleetId ¶
func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntimeConfigurationInput
SetFleetId sets the FleetId field's value.
func (DescribeRuntimeConfigurationInput) String ¶
func (s DescribeRuntimeConfigurationInput) String() string
String returns the string representation
func (*DescribeRuntimeConfigurationInput) Validate ¶
func (s *DescribeRuntimeConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeRuntimeConfigurationOutput ¶
type DescribeRuntimeConfigurationOutput struct { // Instructions describing how server processes should be launched and maintained // on each instance in the fleet. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeRuntimeConfigurationOutput) GoString ¶
func (s DescribeRuntimeConfigurationOutput) GoString() string
GoString returns the string representation
func (*DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration ¶
func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *DescribeRuntimeConfigurationOutput
SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
func (DescribeRuntimeConfigurationOutput) String ¶
func (s DescribeRuntimeConfigurationOutput) String() string
String returns the string representation
type DescribeScalingPoliciesInput ¶
type DescribeScalingPoliciesInput struct { // Unique identifier for a fleet to retrieve scaling policies for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Scaling policy status to filter results on. A scaling policy is only in force // when in an ACTIVE status. // // * 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) SetFleetId ¶
func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput
SetFleetId sets the FleetId field's value.
func (*DescribeScalingPoliciesInput) SetLimit ¶
func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput
SetLimit sets the Limit field's value.
func (*DescribeScalingPoliciesInput) SetNextToken ¶
func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput
SetNextToken sets the NextToken field's value.
func (*DescribeScalingPoliciesInput) SetStatusFilter ¶
func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput
SetStatusFilter sets the StatusFilter field's value.
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 that indicates 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. 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) SetNextToken ¶
func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput
SetNextToken sets the NextToken field's value.
func (*DescribeScalingPoliciesOutput) SetScalingPolicies ¶
func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput
SetScalingPolicies sets the ScalingPolicies field's value.
func (DescribeScalingPoliciesOutput) String ¶
func (s DescribeScalingPoliciesOutput) String() string
String returns the string representation
type DescribeVpcPeeringAuthorizationsInput ¶
type DescribeVpcPeeringAuthorizationsInput struct {
// contains filtered or unexported fields
}
func (DescribeVpcPeeringAuthorizationsInput) GoString ¶
func (s DescribeVpcPeeringAuthorizationsInput) GoString() string
GoString returns the string representation
func (DescribeVpcPeeringAuthorizationsInput) String ¶
func (s DescribeVpcPeeringAuthorizationsInput) String() string
String returns the string representation
type DescribeVpcPeeringAuthorizationsOutput ¶
type DescribeVpcPeeringAuthorizationsOutput struct { // Collection of objects that describe all valid VPC peering operations for // the current AWS account. VpcPeeringAuthorizations []*VpcPeeringAuthorization `type:"list"` // contains filtered or unexported fields }
func (DescribeVpcPeeringAuthorizationsOutput) GoString ¶
func (s DescribeVpcPeeringAuthorizationsOutput) GoString() string
GoString returns the string representation
func (*DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations ¶
func (s *DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations(v []*VpcPeeringAuthorization) *DescribeVpcPeeringAuthorizationsOutput
SetVpcPeeringAuthorizations sets the VpcPeeringAuthorizations field's value.
func (DescribeVpcPeeringAuthorizationsOutput) String ¶
func (s DescribeVpcPeeringAuthorizationsOutput) String() string
String returns the string representation
type DescribeVpcPeeringConnectionsInput ¶
type DescribeVpcPeeringConnectionsInput struct { // Unique identifier for a fleet. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (DescribeVpcPeeringConnectionsInput) GoString ¶
func (s DescribeVpcPeeringConnectionsInput) GoString() string
GoString returns the string representation
func (*DescribeVpcPeeringConnectionsInput) SetFleetId ¶
func (s *DescribeVpcPeeringConnectionsInput) SetFleetId(v string) *DescribeVpcPeeringConnectionsInput
SetFleetId sets the FleetId field's value.
func (DescribeVpcPeeringConnectionsInput) String ¶
func (s DescribeVpcPeeringConnectionsInput) String() string
String returns the string representation
type DescribeVpcPeeringConnectionsOutput ¶
type DescribeVpcPeeringConnectionsOutput struct { // Collection of VPC peering connection records that match the request. VpcPeeringConnections []*VpcPeeringConnection `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (DescribeVpcPeeringConnectionsOutput) GoString ¶
func (s DescribeVpcPeeringConnectionsOutput) GoString() string
GoString returns the string representation
func (*DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections ¶
func (s *DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections(v []*VpcPeeringConnection) *DescribeVpcPeeringConnectionsOutput
SetVpcPeeringConnections sets the VpcPeeringConnections field's value.
func (DescribeVpcPeeringConnectionsOutput) String ¶
func (s DescribeVpcPeeringConnectionsOutput) String() string
String returns the string representation
type DesiredPlayerSession ¶
type DesiredPlayerSession struct { // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player to associate with the player session. PlayerId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement.
func (DesiredPlayerSession) GoString ¶
func (s DesiredPlayerSession) GoString() string
GoString returns the string representation
func (*DesiredPlayerSession) SetPlayerData ¶
func (s *DesiredPlayerSession) SetPlayerData(v string) *DesiredPlayerSession
SetPlayerData sets the PlayerData field's value.
func (*DesiredPlayerSession) SetPlayerId ¶
func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession
SetPlayerId sets the PlayerId field's value.
func (DesiredPlayerSession) String ¶
func (s DesiredPlayerSession) String() string
String returns the string representation
func (*DesiredPlayerSession) Validate ¶
func (s *DesiredPlayerSession) Validate() error
Validate inspects the fields of the type to determine if they are valid.
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.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions
func (EC2InstanceCounts) GoString ¶
func (s EC2InstanceCounts) GoString() string
GoString returns the string representation
func (*EC2InstanceCounts) SetACTIVE ¶
func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts
SetACTIVE sets the ACTIVE field's value.
func (*EC2InstanceCounts) SetDESIRED ¶
func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts
SetDESIRED sets the DESIRED field's value.
func (*EC2InstanceCounts) SetIDLE ¶
func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts
SetIDLE sets the IDLE field's value.
func (*EC2InstanceCounts) SetMAXIMUM ¶
func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts
SetMAXIMUM sets the MAXIMUM field's value.
func (*EC2InstanceCounts) SetMINIMUM ¶
func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts
SetMINIMUM sets the MINIMUM field's value.
func (*EC2InstanceCounts) SetPENDING ¶
func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts
SetPENDING sets the PENDING field's value.
func (*EC2InstanceCounts) SetTERMINATING ¶
func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts
SetTERMINATING sets the TERMINATING field's value.
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"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. EC2InstanceType *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) SetCurrentInstances ¶
func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit
SetCurrentInstances sets the CurrentInstances field's value.
func (*EC2InstanceLimit) SetEC2InstanceType ¶
func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit
SetEC2InstanceType sets the EC2InstanceType field's value.
func (*EC2InstanceLimit) SetInstanceLimit ¶
func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit
SetInstanceLimit sets the InstanceLimit field's value.
func (EC2InstanceLimit) String ¶
func (s EC2InstanceLimit) String() string
String returns the string representation
type Event ¶
type Event struct { // Type of event being logged. The following events are currently in use: // // Fleet creation events: // // * FLEET_CREATED -- A fleet record was successfully created with a status // of NEW. Event messaging includes the fleet ID. // // * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. // The compressed build has started downloading to a fleet instance for installation. // // * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the // fleet instance. // // * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully // downloaded to an instance, and the build files are now being extracted // from the uploaded build and saved to an instance. Failure at this stage // prevents a fleet from moving to ACTIVE status. Logs for this stage display // a list of the files that are extracted and saved on the instance. Access // the logs by using the URL in PreSignedLogUrl. // // * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were // successfully extracted, and the Amazon GameLift is now running the build's // install script (if one is included). Failure in this stage prevents a // fleet from moving to ACTIVE status. Logs for this stage list the installation // steps and whether or not the install completed successfully. Access the // logs by using the URL in PreSignedLogUrl. // // * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, // and the Amazon GameLift is now verifying that the game server launch paths, // which are specified in the fleet's run-time configuration, exist. If any // listed launch path exists, Amazon GameLift tries to launch a game server // process and waits for the process to report ready. Failures in this stage // prevent a fleet from moving to ACTIVE status. Logs for this stage list // the launch paths in the run-time configuration and indicate whether each // is found. Access the logs by using the URL in PreSignedLogUrl. // // * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. // // * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time // configuration failed because the executable specified in a launch path // does not exist on the instance. // // * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. // // * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time // configuration failed because the executable specified in a launch path // failed to run on the fleet instance. // // * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. // // // * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete // one of the steps in the fleet activation process. This event code indicates // that the game build was successfully downloaded to a fleet instance, built, // and validated, but was not able to start a server process. A possible // reason for failure is that the game server is not reporting "process ready" // to the Amazon GameLift service. // // * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to // ACTIVE. The fleet is now ready to host game sessions. // // VPC peering events: // // * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established // between the VPC for an Amazon GameLift fleet and a VPC in your AWS account. // // * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. // Event details and status information (see DescribeVpcPeeringConnections) // provide additional detail. A common reason for peering failure is that // the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve // this, change the CIDR block for the VPC in your AWS account. For more // information on VPC peering failures, see http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html // (http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html) // // * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully // deleted. // // Spot instance events: // // * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with // a two-minute notification. // // Other fleet events: // // * FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings // (desired instances, minimum/maximum scaling limits). Event messaging includes // the new capacity settings. // // * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made // to the fleet's game session protection policy setting. Event messaging // includes both the old and new policy setting. // // * FLEET_DELETED -- A request to delete a fleet was initiated. // // * GENERIC_EVENT -- An unspecified event has occurred. EventCode *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 a number expressed // in Unix time as milliseconds (for example "1469498468.057"). EventTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Additional information related to the event. Message *string `min:"1" type:"string"` // Location of stored logs with additional detail that is related to the event. // This is useful for debugging issues. The URL is valid for 15 minutes. You // can also access fleet creation logs through the Amazon GameLift console. PreSignedLogUrl *string `min:"1" type:"string"` // Unique identifier for an event resource, such as a fleet ID. ResourceId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.
func (*Event) SetEventCode ¶
SetEventCode sets the EventCode field's value.
func (*Event) SetEventId ¶
SetEventId sets the EventId field's value.
func (*Event) SetEventTime ¶
SetEventTime sets the EventTime field's value.
func (*Event) SetMessage ¶
SetMessage sets the Message field's value.
func (*Event) SetPreSignedLogUrl ¶
SetPreSignedLogUrl sets the PreSignedLogUrl field's value.
func (*Event) SetResourceId ¶
SetResourceId sets the ResourceId field's value.
type FleetAttributes ¶
type FleetAttributes struct { // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // Identifier for a fleet that is unique across all regions. FleetArn *string `min:"1" type:"string"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Indicates whether the fleet uses on-demand or spot instances. A spot instance // in use may be interrupted with a two-minute notification. FleetType *string `type:"string" enum:"FleetType"` // EC2 instance type indicating the computing resources of each instance in // the fleet, including CPU, memory, storage, and networking capacity. See Amazon // EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) for detailed // descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` // Location of default log files. When a server process is shut down, Amazon // GameLift captures and stores any log files in this location. These logs are // in addition to game session logs; see more on game session logs in the Amazon // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, Amazon GameLift automatically // uploads logs that are stored on each instance at C:\game\logs (for Windows) // or /local/game/logs (for Linux). Use the Amazon GameLift console to access // stored logs. LogPaths []*string `type:"list"` // Names of metric groups that this fleet is included in. In Amazon CloudWatch, // you can view metrics for an individual fleet or aggregated metrics for fleets // that are in a fleet metric group. A fleet can be included in only one metric // group at a time. MetricGroups []*string `type:"list"` // Descriptive label that is associated with a 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"` // Operating system of the fleet's computing resources. A fleet's operating // system depends on the OS specified for the build that is deployed on this // fleet. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Fleet policy to limit the number of game sessions an individual player can // create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Game server launch parameters specified for fleets created before 2016-08-04 // (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after // this date are specified in the fleet's RuntimeConfiguration. ServerLaunchParameters *string `min:"1" type:"string"` // Path to a game server executable in the fleet's build, specified for fleets // created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for // fleets created after this date are specified in the fleet's RuntimeConfiguration. ServerLaunchPath *string `min:"1" type:"string"` // Current status of the fleet. // // Possible fleet statuses include the following: // // * NEW -- A new fleet has been defined and desired instances is set to // 1. // // * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting // up the new fleet, creating new instances with the game build and starting // server processes. // // * ACTIVE -- Hosts can now accept game sessions. // // * ERROR -- An error occurred when downloading, validating, building, or // activating the fleet. // // * DELETING -- Hosts are responding to a delete fleet request. // // * TERMINATED -- The fleet no longer exists. Status *string `type:"string" enum:"FleetStatus"` // List of fleet actions that have been suspended using StopFleetActions. This // includes auto-scaling. StoppedActions []*string `min:"1" type:"list"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
General properties describing a fleet.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions
func (FleetAttributes) GoString ¶
func (s FleetAttributes) GoString() string
GoString returns the string representation
func (*FleetAttributes) SetBuildId ¶
func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes
SetBuildId sets the BuildId field's value.
func (*FleetAttributes) SetCreationTime ¶
func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes
SetCreationTime sets the CreationTime field's value.
func (*FleetAttributes) SetDescription ¶
func (s *FleetAttributes) SetDescription(v string) *FleetAttributes
SetDescription sets the Description field's value.
func (*FleetAttributes) SetFleetArn ¶
func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes
SetFleetArn sets the FleetArn field's value.
func (*FleetAttributes) SetFleetId ¶
func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes
SetFleetId sets the FleetId field's value.
func (*FleetAttributes) SetFleetType ¶
func (s *FleetAttributes) SetFleetType(v string) *FleetAttributes
SetFleetType sets the FleetType field's value.
func (*FleetAttributes) SetInstanceType ¶
func (s *FleetAttributes) SetInstanceType(v string) *FleetAttributes
SetInstanceType sets the InstanceType field's value.
func (*FleetAttributes) SetLogPaths ¶
func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes
SetLogPaths sets the LogPaths field's value.
func (*FleetAttributes) SetMetricGroups ¶
func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes
SetMetricGroups sets the MetricGroups field's value.
func (*FleetAttributes) SetName ¶
func (s *FleetAttributes) SetName(v string) *FleetAttributes
SetName sets the Name field's value.
func (*FleetAttributes) SetNewGameSessionProtectionPolicy ¶
func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes
SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
func (*FleetAttributes) SetOperatingSystem ¶
func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes
SetOperatingSystem sets the OperatingSystem field's value.
func (*FleetAttributes) SetResourceCreationLimitPolicy ¶
func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes
SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
func (*FleetAttributes) SetServerLaunchParameters ¶
func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes
SetServerLaunchParameters sets the ServerLaunchParameters field's value.
func (*FleetAttributes) SetServerLaunchPath ¶
func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes
SetServerLaunchPath sets the ServerLaunchPath field's value.
func (*FleetAttributes) SetStatus ¶
func (s *FleetAttributes) SetStatus(v string) *FleetAttributes
SetStatus sets the Status field's value.
func (*FleetAttributes) SetStoppedActions ¶
func (s *FleetAttributes) SetStoppedActions(v []*string) *FleetAttributes
SetStoppedActions sets the StoppedActions field's value.
func (*FleetAttributes) SetTerminationTime ¶
func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes
SetTerminationTime sets the TerminationTime field's value.
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"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. InstanceType *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.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions
func (FleetCapacity) GoString ¶
func (s FleetCapacity) GoString() string
GoString returns the string representation
func (*FleetCapacity) SetFleetId ¶
func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity
SetFleetId sets the FleetId field's value.
func (*FleetCapacity) SetInstanceCounts ¶
func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity
SetInstanceCounts sets the InstanceCounts field's value.
func (*FleetCapacity) SetInstanceType ¶
func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity
SetInstanceType sets the InstanceType field's value.
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 all instances in // the fleet. ActiveGameSessionCount *int64 `type:"integer"` // Number of server processes in an ACTIVE status currently running across all // instances in the fleet ActiveServerProcessCount *int64 `type:"integer"` // Number of active player sessions currently being hosted on all instances // in the fleet. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Maximum players allowed across all game sessions currently being hosted on // all instances 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.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions
func (FleetUtilization) GoString ¶
func (s FleetUtilization) GoString() string
GoString returns the string representation
func (*FleetUtilization) SetActiveGameSessionCount ¶
func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization
SetActiveGameSessionCount sets the ActiveGameSessionCount field's value.
func (*FleetUtilization) SetActiveServerProcessCount ¶
func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization
SetActiveServerProcessCount sets the ActiveServerProcessCount field's value.
func (*FleetUtilization) SetCurrentPlayerSessionCount ¶
func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization
SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.
func (*FleetUtilization) SetFleetId ¶
func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization
SetFleetId sets the FleetId field's value.
func (*FleetUtilization) SetMaximumPlayerSessionCount ¶
func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (FleetUtilization) String ¶
func (s FleetUtilization) String() string
String returns the string representation
type GameLift ¶
GameLift provides the API operation methods for making requests to Amazon GameLift. See this package's package overview docs for details on the service.
GameLift methods are safe to use concurrently. It is not safe to modify mutate any of the struct'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) AcceptMatch ¶
func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error)
AcceptMatch API operation for Amazon GameLift.
Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.
When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.
To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.
If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players accepted the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to accept the match, the ticket status is set to FAILED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.
Matchmaking-related operations include:
StartMatchmaking
DescribeMatchmaking
StopMatchmaking
AcceptMatch
StartMatchBackfill
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation AcceptMatch for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch
func (*GameLift) AcceptMatchRequest ¶
func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput)
AcceptMatchRequest generates a "aws/request.Request" representing the client's request for the AcceptMatch operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See AcceptMatch for more information on using the AcceptMatch API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the AcceptMatchRequest method. req, resp := client.AcceptMatchRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch
func (*GameLift) AcceptMatchWithContext ¶
func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error)
AcceptMatchWithContext is the same as AcceptMatch with the addition of the ability to pass a context and additional request options.
See AcceptMatch for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateAlias ¶
func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)
CreateAlias API operation for Amazon GameLift.
Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update.
Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.
To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. You can reassign an alias to another fleet by calling UpdateAlias.
Alias-related operations include:
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateAlias for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias
func (*GameLift) CreateAliasRequest ¶
func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)
CreateAliasRequest generates a "aws/request.Request" representing the client's request for the CreateAlias operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreateAlias for more information on using the CreateAlias API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreateAliasRequest method. req, resp := client.CreateAliasRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias
func (*GameLift) CreateAliasWithContext ¶
func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error)
CreateAliasWithContext is the same as CreateAlias with the addition of the ability to pass a context and additional request options.
See CreateAlias for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateBuild ¶
func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)
CreateBuild API operation for Amazon GameLift.
Creates a new Amazon GameLift build record for your game server binary files and points to the location of your game server build files in an Amazon Simple Storage Service (Amazon S3) location.
Game server binaries must be combined into a .zip file for use with Amazon GameLift. See Uploading Your Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) for more information.
To create new builds quickly and easily, use the AWS CLI command upload-build (http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html). This helper command uploads your build and creates a new build record in one step, and automatically handles the necessary permissions. See Upload Build Files to Amazon GameLift (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html) for more help.
The CreateBuild operation should be used only when you need to manually upload your build files, as in the following scenarios:
Store a build file in an Amazon S3 bucket under your own AWS account. To use this option, you must first give Amazon GameLift access to that Amazon S3 bucket. See Create a Build with Files in Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) for detailed help. To create a new build record using files in your Amazon S3 bucket, call CreateBuild and specify a build name, operating system, and the storage location of your game build.
Upload a build file directly to Amazon GameLift's Amazon S3 account. To use this option, you first call CreateBuild with a build name and operating system. This action creates a new build record and returns an Amazon S3 storage location (bucket and key only) and temporary access credentials. Use the credentials to manually upload your build file to the storage location (see the Amazon S3 topic Uploading Objects (http://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html)). You can upload files to a location only once.
If successful, this operation creates a new build record with a unique build ID and places it in INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets.
Build-related operations include:
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateBuild for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild
func (*GameLift) CreateBuildRequest ¶
func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)
CreateBuildRequest generates a "aws/request.Request" representing the client's request for the CreateBuild operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreateBuild for more information on using the CreateBuild API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreateBuildRequest method. req, resp := client.CreateBuildRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild
func (*GameLift) CreateBuildWithContext ¶
func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error)
CreateBuildWithContext is the same as CreateBuild with the addition of the ability to pass a context and additional request options.
See CreateBuild for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateFleet ¶
func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
CreateFleet API operation for Amazon GameLift.
Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You set up a fleet to use instances with certain hardware specifications (see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) for more information), and deploy your game build to run on each instance.
To create a new fleet, you must specify the following: (1) a fleet name, (2) the build ID of a successfully uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration, which describes the server processes to run on each instance in the fleet. If you don't specify a fleet type (on-demand or spot), the new fleet uses on-demand instances by default.
You can also configure the new fleet with the following settings:
Fleet description
Access permissions for inbound traffic
Fleet-wide game session protection
Resource usage limits
VPC peering connection (see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html))
If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group. By adding multiple fleets to a metric group, you can view aggregated metrics for all the fleets in the group.
If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events:
Creates a fleet record. Status: NEW.
Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console.
Sets the fleet's target capacity to 1 (desired instances), which triggers
Amazon GameLift to start one new EC2 instance. * Downloads the game build to the new instance and installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING. * Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds. Status: ACTIVATING. * Sets the fleet's status to ACTIVE as soon as one server process is ready to host a game session.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateFleet for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet
func (*GameLift) CreateFleetRequest ¶
func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)
CreateFleetRequest generates a "aws/request.Request" representing the client's request for the CreateFleet operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreateFleet for more information on using the CreateFleet API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreateFleetRequest method. req, resp := client.CreateFleetRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet
func (*GameLift) CreateFleetWithContext ¶
func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error)
CreateFleetWithContext is the same as CreateFleet with the addition of the ability to pass a context and additional request options.
See CreateFleet for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateGameSession ¶
func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
CreateGameSession API operation for Amazon GameLift.
Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.
To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.
Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.
Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.
Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.
Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.
Available in Amazon GameLift Local.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateGameSession for usage and error information.
Returned Error Codes:
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeFleetCapacityExceededException "FleetCapacityExceededException" The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeIdempotentParameterMismatchException "IdempotentParameterMismatchException" A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession
func (*GameLift) CreateGameSessionQueue ¶
func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)
CreateGameSessionQueue API operation for Amazon GameLift.
Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.
Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.
Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.
To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.
Queue-related operations include:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateGameSessionQueue for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue
func (*GameLift) CreateGameSessionQueueRequest ¶
func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput)
CreateGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the CreateGameSessionQueue operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreateGameSessionQueue for more information on using the CreateGameSessionQueue API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreateGameSessionQueueRequest method. req, resp := client.CreateGameSessionQueueRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue
func (*GameLift) CreateGameSessionQueueWithContext ¶
func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error)
CreateGameSessionQueueWithContext is the same as CreateGameSessionQueue with the addition of the ability to pass a context and additional request options.
See CreateGameSessionQueue for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateGameSessionRequest ¶
func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)
CreateGameSessionRequest generates a "aws/request.Request" representing the client's request for the CreateGameSession operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreateGameSession for more information on using the CreateGameSession API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreateGameSessionRequest method. req, resp := client.CreateGameSessionRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession
func (*GameLift) CreateGameSessionWithContext ¶
func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error)
CreateGameSessionWithContext is the same as CreateGameSession with the addition of the ability to pass a context and additional request options.
See CreateGameSession for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateMatchmakingConfiguration ¶
func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error)
CreateMatchmakingConfiguration API operation for Amazon GameLift.
Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the configuration being used.
To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.
Player acceptance -- In each configuration, you have the option to require that all players accept participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does not move ahead to game session placement unless all matched players accept.
Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration (see Setting up Notifications for Matchmaking (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)). Since notifications promise only "best effort" delivery, we recommend calling DescribeMatchmaking if no notifications are received within 30 seconds.
Operations related to match configurations and rule sets include:
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingConfiguration for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration
func (*GameLift) CreateMatchmakingConfigurationRequest ¶
func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput)
CreateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the CreateMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreateMatchmakingConfigurationRequest method. req, resp := client.CreateMatchmakingConfigurationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration
func (*GameLift) CreateMatchmakingConfigurationWithContext ¶
func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error)
CreateMatchmakingConfigurationWithContext is the same as CreateMatchmakingConfiguration with the addition of the ability to pass a context and additional request options.
See CreateMatchmakingConfiguration for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateMatchmakingRuleSet ¶
func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error)
CreateMatchmakingRuleSet API operation for Amazon GameLift.
Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. Rule sets are used in matchmaking configurations, which define how matchmaking requests are handled. Each MatchmakingConfiguration uses one rule set; you can set up multiple rule sets to handle the scenarios that suit your game (such as for different game modes), and create a separate matchmaking configuration for each rule set. See additional information on rule set content in the MatchmakingRuleSet structure. For help creating rule sets, including useful examples, see the topic Adding FlexMatch to Your Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html).
Once created, matchmaking rule sets cannot be changed or deleted, so we recommend checking the rule set syntax using ValidateMatchmakingRuleSet before creating the rule set.
To create a matchmaking rule set, provide the set of rules and a unique name. Rule sets must be defined in the same region as the matchmaking configuration they will be used with. Rule sets cannot be edited or deleted. If you need to change a rule set, create a new one with the necessary edits and then update matchmaking configurations to use the new rule set.
Operations related to match configurations and rule sets include:
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateMatchmakingRuleSet for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet
func (*GameLift) CreateMatchmakingRuleSetRequest ¶
func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput)
CreateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the CreateMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreateMatchmakingRuleSetRequest method. req, resp := client.CreateMatchmakingRuleSetRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet
func (*GameLift) CreateMatchmakingRuleSetWithContext ¶
func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error)
CreateMatchmakingRuleSetWithContext is the same as CreateMatchmakingRuleSet with the addition of the ability to pass a context and additional request options.
See CreateMatchmakingRuleSet for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreatePlayerSession ¶
func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
CreatePlayerSession API operation for Amazon GameLift.
Adds a player to a game session and creates a player session record. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions.
To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
Player-session-related operations include:
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSession for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
ErrCodeGameSessionFullException "GameSessionFullException" The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession
func (*GameLift) CreatePlayerSessionRequest ¶
func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)
CreatePlayerSessionRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSession operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreatePlayerSession for more information on using the CreatePlayerSession API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreatePlayerSessionRequest method. req, resp := client.CreatePlayerSessionRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession
func (*GameLift) CreatePlayerSessionWithContext ¶
func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error)
CreatePlayerSessionWithContext is the same as CreatePlayerSession with the addition of the ability to pass a context and additional request options.
See CreatePlayerSession for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreatePlayerSessions ¶
func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)
CreatePlayerSessions API operation for Amazon GameLift.
Adds a group of players to a game session. This action is useful with a team matching feature. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession.
To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
Player-session-related operations include:
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSessions for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
ErrCodeGameSessionFullException "GameSessionFullException" The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions
func (*GameLift) CreatePlayerSessionsRequest ¶
func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)
CreatePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSessions operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreatePlayerSessions for more information on using the CreatePlayerSessions API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreatePlayerSessionsRequest method. req, resp := client.CreatePlayerSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions
func (*GameLift) CreatePlayerSessionsWithContext ¶
func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error)
CreatePlayerSessionsWithContext is the same as CreatePlayerSessions with the addition of the ability to pass a context and additional request options.
See CreatePlayerSessions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateVpcPeeringAuthorization ¶
func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error)
CreateVpcPeeringAuthorization API operation for Amazon GameLift.
Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions.
To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.
To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.
The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.
VPC peering connection operations include:
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringAuthorization for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization
func (*GameLift) CreateVpcPeeringAuthorizationRequest ¶
func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput)
CreateVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the client's request for the CreateVpcPeeringAuthorization operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreateVpcPeeringAuthorization for more information on using the CreateVpcPeeringAuthorization API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreateVpcPeeringAuthorizationRequest method. req, resp := client.CreateVpcPeeringAuthorizationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization
func (*GameLift) CreateVpcPeeringAuthorizationWithContext ¶
func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error)
CreateVpcPeeringAuthorizationWithContext is the same as CreateVpcPeeringAuthorization with the addition of the ability to pass a context and additional request options.
See CreateVpcPeeringAuthorization for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateVpcPeeringConnection ¶
func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error)
CreateVpcPeeringConnection API operation for Amazon GameLift.
Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.
To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.
VPC peering connection operations include:
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateVpcPeeringConnection for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection
func (*GameLift) CreateVpcPeeringConnectionRequest ¶
func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput)
CreateVpcPeeringConnectionRequest generates a "aws/request.Request" representing the client's request for the CreateVpcPeeringConnection operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See CreateVpcPeeringConnection for more information on using the CreateVpcPeeringConnection API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the CreateVpcPeeringConnectionRequest method. req, resp := client.CreateVpcPeeringConnectionRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection
func (*GameLift) CreateVpcPeeringConnectionWithContext ¶
func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error)
CreateVpcPeeringConnectionWithContext is the same as CreateVpcPeeringConnection with the addition of the ability to pass a context and additional request options.
See CreateVpcPeeringConnection for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteAlias ¶
func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)
DeleteAlias API operation for Amazon GameLift.
Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.
Alias-related operations include:
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteAlias for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias
func (*GameLift) DeleteAliasRequest ¶
func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)
DeleteAliasRequest generates a "aws/request.Request" representing the client's request for the DeleteAlias operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DeleteAlias for more information on using the DeleteAlias API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DeleteAliasRequest method. req, resp := client.DeleteAliasRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias
func (*GameLift) DeleteAliasWithContext ¶
func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error)
DeleteAliasWithContext is the same as DeleteAlias with the addition of the ability to pass a context and additional request options.
See DeleteAlias for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteBuild ¶
func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)
DeleteBuild API operation for Amazon GameLift.
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 using the build, but you can no longer create new fleets with the deleted build.
Build-related operations include:
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteBuild for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild
func (*GameLift) DeleteBuildRequest ¶
func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)
DeleteBuildRequest generates a "aws/request.Request" representing the client's request for the DeleteBuild operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DeleteBuild for more information on using the DeleteBuild API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DeleteBuildRequest method. req, resp := client.DeleteBuildRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild
func (*GameLift) DeleteBuildWithContext ¶
func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error)
DeleteBuildWithContext is the same as DeleteBuild with the addition of the ability to pass a context and additional request options.
See DeleteBuild for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteFleet ¶
func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
DeleteFleet API operation for Amazon GameLift.
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.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteFleet for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet
func (*GameLift) DeleteFleetRequest ¶
func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)
DeleteFleetRequest generates a "aws/request.Request" representing the client's request for the DeleteFleet operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DeleteFleet for more information on using the DeleteFleet API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DeleteFleetRequest method. req, resp := client.DeleteFleetRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet
func (*GameLift) DeleteFleetWithContext ¶
func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error)
DeleteFleetWithContext is the same as DeleteFleet with the addition of the ability to pass a context and additional request options.
See DeleteFleet for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteGameSessionQueue ¶
func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error)
DeleteGameSessionQueue API operation for Amazon GameLift.
Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.
Queue-related operations include:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteGameSessionQueue for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue
func (*GameLift) DeleteGameSessionQueueRequest ¶
func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput)
DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the DeleteGameSessionQueue operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DeleteGameSessionQueueRequest method. req, resp := client.DeleteGameSessionQueueRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue
func (*GameLift) DeleteGameSessionQueueWithContext ¶
func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error)
DeleteGameSessionQueueWithContext is the same as DeleteGameSessionQueue with the addition of the ability to pass a context and additional request options.
See DeleteGameSessionQueue for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteMatchmakingConfiguration ¶
func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error)
DeleteMatchmakingConfiguration API operation for Amazon GameLift.
Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.
Operations related to match configurations and rule sets include:
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteMatchmakingConfiguration for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration
func (*GameLift) DeleteMatchmakingConfigurationRequest ¶
func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput)
DeleteMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the DeleteMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DeleteMatchmakingConfiguration for more information on using the DeleteMatchmakingConfiguration API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DeleteMatchmakingConfigurationRequest method. req, resp := client.DeleteMatchmakingConfigurationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration
func (*GameLift) DeleteMatchmakingConfigurationWithContext ¶
func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error)
DeleteMatchmakingConfigurationWithContext is the same as DeleteMatchmakingConfiguration with the addition of the ability to pass a context and additional request options.
See DeleteMatchmakingConfiguration for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteScalingPolicy ¶
func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)
DeleteScalingPolicy API operation for Amazon GameLift.
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.
To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.
Operations related to fleet capacity scaling include:
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies:
PutScalingPolicy (auto-scaling)
DescribeScalingPolicies (auto-scaling)
DeleteScalingPolicy (auto-scaling)
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteScalingPolicy for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy
func (*GameLift) DeleteScalingPolicyRequest ¶
func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)
DeleteScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the DeleteScalingPolicy operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DeleteScalingPolicy for more information on using the DeleteScalingPolicy API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DeleteScalingPolicyRequest method. req, resp := client.DeleteScalingPolicyRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy
func (*GameLift) DeleteScalingPolicyWithContext ¶
func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error)
DeleteScalingPolicyWithContext is the same as DeleteScalingPolicy with the addition of the ability to pass a context and additional request options.
See DeleteScalingPolicy for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteVpcPeeringAuthorization ¶
func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error)
DeleteVpcPeeringAuthorization API operation for Amazon GameLift.
Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to create a peering connection, call DeleteVpcPeeringConnection to remove the connection.
VPC peering connection operations include:
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteVpcPeeringAuthorization for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization
func (*GameLift) DeleteVpcPeeringAuthorizationRequest ¶
func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput)
DeleteVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the client's request for the DeleteVpcPeeringAuthorization operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DeleteVpcPeeringAuthorization for more information on using the DeleteVpcPeeringAuthorization API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DeleteVpcPeeringAuthorizationRequest method. req, resp := client.DeleteVpcPeeringAuthorizationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization
func (*GameLift) DeleteVpcPeeringAuthorizationWithContext ¶
func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, opts ...request.Option) (*DeleteVpcPeeringAuthorizationOutput, error)
DeleteVpcPeeringAuthorizationWithContext is the same as DeleteVpcPeeringAuthorization with the addition of the ability to pass a context and additional request options.
See DeleteVpcPeeringAuthorization for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteVpcPeeringConnection ¶
func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error)
DeleteVpcPeeringConnection API operation for Amazon GameLift.
Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.
Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.
VPC peering connection operations include:
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteVpcPeeringConnection for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection
func (*GameLift) DeleteVpcPeeringConnectionRequest ¶
func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput)
DeleteVpcPeeringConnectionRequest generates a "aws/request.Request" representing the client's request for the DeleteVpcPeeringConnection operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DeleteVpcPeeringConnection for more information on using the DeleteVpcPeeringConnection API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DeleteVpcPeeringConnectionRequest method. req, resp := client.DeleteVpcPeeringConnectionRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection
func (*GameLift) DeleteVpcPeeringConnectionWithContext ¶
func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, opts ...request.Option) (*DeleteVpcPeeringConnectionOutput, error)
DeleteVpcPeeringConnectionWithContext is the same as DeleteVpcPeeringConnection with the addition of the ability to pass a context and additional request options.
See DeleteVpcPeeringConnection for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeAlias ¶
func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)
DescribeAlias API operation for Amazon GameLift.
Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.
To get alias properties, specify the alias ID. If successful, the requested alias record is returned.
Alias-related operations include:
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeAlias for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias
func (*GameLift) DescribeAliasRequest ¶
func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)
DescribeAliasRequest generates a "aws/request.Request" representing the client's request for the DescribeAlias operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeAlias for more information on using the DescribeAlias API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeAliasRequest method. req, resp := client.DescribeAliasRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias
func (*GameLift) DescribeAliasWithContext ¶
func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error)
DescribeAliasWithContext is the same as DescribeAlias with the addition of the ability to pass a context and additional request options.
See DescribeAlias for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeBuild ¶
func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)
DescribeBuild API operation for Amazon GameLift.
Retrieves properties for a build. To request a build record, specify a build ID. If successful, an object containing the build properties is returned.
Build-related operations include:
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeBuild for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild
func (*GameLift) DescribeBuildRequest ¶
func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)
DescribeBuildRequest generates a "aws/request.Request" representing the client's request for the DescribeBuild operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeBuild for more information on using the DescribeBuild API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeBuildRequest method. req, resp := client.DescribeBuildRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild
func (*GameLift) DescribeBuildWithContext ¶
func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error)
DescribeBuildWithContext is the same as DescribeBuild with the addition of the ability to pass a context and additional request options.
See DescribeBuild for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeEC2InstanceLimits ¶
func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
DescribeEC2InstanceLimits API operation for Amazon GameLift.
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 Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeEC2InstanceLimits for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits
func (*GameLift) DescribeEC2InstanceLimitsRequest ¶
func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)
DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the client's request for the DescribeEC2InstanceLimits operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeEC2InstanceLimits for more information on using the DescribeEC2InstanceLimits API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeEC2InstanceLimitsRequest method. req, resp := client.DescribeEC2InstanceLimitsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits
func (*GameLift) DescribeEC2InstanceLimitsWithContext ¶
func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error)
DescribeEC2InstanceLimitsWithContext is the same as DescribeEC2InstanceLimits with the addition of the ability to pass a context and additional request options.
See DescribeEC2InstanceLimits for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeFleetAttributes ¶
func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
DescribeFleetAttributes API operation for Amazon GameLift.
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 multiple 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.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetAttributes for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes
func (*GameLift) DescribeFleetAttributesRequest ¶
func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)
DescribeFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetAttributes operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeFleetAttributes for more information on using the DescribeFleetAttributes API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeFleetAttributesRequest method. req, resp := client.DescribeFleetAttributesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes
func (*GameLift) DescribeFleetAttributesWithContext ¶
func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error)
DescribeFleetAttributesWithContext is the same as DescribeFleetAttributes with the addition of the ability to pass a context and additional request options.
See DescribeFleetAttributes for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeFleetCapacity ¶
func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
DescribeFleetCapacity API operation for Amazon GameLift.
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 multiple 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.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetCapacity for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity
func (*GameLift) DescribeFleetCapacityRequest ¶
func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)
DescribeFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetCapacity operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeFleetCapacity for more information on using the DescribeFleetCapacity API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeFleetCapacityRequest method. req, resp := client.DescribeFleetCapacityRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity
func (*GameLift) DescribeFleetCapacityWithContext ¶
func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error)
DescribeFleetCapacityWithContext is the same as DescribeFleetCapacity with the addition of the ability to pass a context and additional request options.
See DescribeFleetCapacity for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeFleetEvents ¶
func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
DescribeFleetEvents API operation for Amazon GameLift.
Retrieves entries from the specified fleet's 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.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetEvents for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents
func (*GameLift) DescribeFleetEventsRequest ¶
func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)
DescribeFleetEventsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetEvents operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeFleetEvents for more information on using the DescribeFleetEvents API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeFleetEventsRequest method. req, resp := client.DescribeFleetEventsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents
func (*GameLift) DescribeFleetEventsWithContext ¶
func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error)
DescribeFleetEventsWithContext is the same as DescribeFleetEvents with the addition of the ability to pass a context and additional request options.
See DescribeFleetEvents for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeFleetPortSettings ¶
func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)
DescribeFleetPortSettings API operation for Amazon GameLift.
Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetPortSettings for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings
func (*GameLift) DescribeFleetPortSettingsRequest ¶
func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)
DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetPortSettings operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeFleetPortSettings for more information on using the DescribeFleetPortSettings API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeFleetPortSettingsRequest method. req, resp := client.DescribeFleetPortSettingsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings
func (*GameLift) DescribeFleetPortSettingsWithContext ¶
func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error)
DescribeFleetPortSettingsWithContext is the same as DescribeFleetPortSettings with the addition of the ability to pass a context and additional request options.
See DescribeFleetPortSettings for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeFleetUtilization ¶
func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
DescribeFleetUtilization API operation for Amazon GameLift.
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 multiple 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.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetUtilization for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization
func (*GameLift) DescribeFleetUtilizationRequest ¶
func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)
DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetUtilization operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeFleetUtilization for more information on using the DescribeFleetUtilization API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeFleetUtilizationRequest method. req, resp := client.DescribeFleetUtilizationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization
func (*GameLift) DescribeFleetUtilizationWithContext ¶
func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error)
DescribeFleetUtilizationWithContext is the same as DescribeFleetUtilization with the addition of the ability to pass a context and additional request options.
See DescribeFleetUtilization for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeGameSessionDetails ¶
func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
DescribeGameSessionDetails API operation for Amazon GameLift.
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 or GameSessionArn 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.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionDetails for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails
func (*GameLift) DescribeGameSessionDetailsRequest ¶
func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)
DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionDetails operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeGameSessionDetails for more information on using the DescribeGameSessionDetails API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeGameSessionDetailsRequest method. req, resp := client.DescribeGameSessionDetailsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails
func (*GameLift) DescribeGameSessionDetailsWithContext ¶
func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error)
DescribeGameSessionDetailsWithContext is the same as DescribeGameSessionDetails with the addition of the ability to pass a context and additional request options.
See DescribeGameSessionDetails for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeGameSessionPlacement ¶
func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error)
DescribeGameSessionPlacement API operation for Amazon GameLift.
Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionPlacement for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement
func (*GameLift) DescribeGameSessionPlacementRequest ¶
func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput)
DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeGameSessionPlacement for more information on using the DescribeGameSessionPlacement API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeGameSessionPlacementRequest method. req, resp := client.DescribeGameSessionPlacementRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement
func (*GameLift) DescribeGameSessionPlacementWithContext ¶
func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error)
DescribeGameSessionPlacementWithContext is the same as DescribeGameSessionPlacement with the addition of the ability to pass a context and additional request options.
See DescribeGameSessionPlacement for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeGameSessionQueues ¶
func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error)
DescribeGameSessionQueues API operation for Amazon GameLift.
Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.
Queue-related operations include:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionQueues for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues
func (*GameLift) DescribeGameSessionQueuesRequest ¶
func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput)
DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionQueues operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeGameSessionQueues for more information on using the DescribeGameSessionQueues API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeGameSessionQueuesRequest method. req, resp := client.DescribeGameSessionQueuesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues
func (*GameLift) DescribeGameSessionQueuesWithContext ¶
func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error)
DescribeGameSessionQueuesWithContext is the same as DescribeGameSessionQueues with the addition of the ability to pass a context and additional request options.
See DescribeGameSessionQueues for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeGameSessions ¶
func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
DescribeGameSessions API operation for Amazon GameLift.
Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.
To get game sessions, specify 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 game session matching the request.
Available in Amazon GameLift Local.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessions for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions
func (*GameLift) DescribeGameSessionsRequest ¶
func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)
DescribeGameSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessions operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeGameSessions for more information on using the DescribeGameSessions API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeGameSessionsRequest method. req, resp := client.DescribeGameSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions
func (*GameLift) DescribeGameSessionsWithContext ¶
func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error)
DescribeGameSessionsWithContext is the same as DescribeGameSessions with the addition of the ability to pass a context and additional request options.
See DescribeGameSessions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeInstances ¶
func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error)
DescribeInstances API operation for Amazon GameLift.
Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.
To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeInstances for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances
func (*GameLift) DescribeInstancesRequest ¶
func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput)
DescribeInstancesRequest generates a "aws/request.Request" representing the client's request for the DescribeInstances operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeInstances for more information on using the DescribeInstances API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeInstancesRequest method. req, resp := client.DescribeInstancesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances
func (*GameLift) DescribeInstancesWithContext ¶
func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error)
DescribeInstancesWithContext is the same as DescribeInstances with the addition of the ability to pass a context and additional request options.
See DescribeInstances for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeMatchmaking ¶
func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error)
DescribeMatchmaking API operation for Amazon GameLift.
Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.
You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in StartMatchmaking.
To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.
Matchmaking-related operations include:
StartMatchmaking
DescribeMatchmaking
StopMatchmaking
AcceptMatch
StartMatchBackfill
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmaking for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking
func (*GameLift) DescribeMatchmakingConfigurations ¶
func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error)
DescribeMatchmakingConfigurations API operation for Amazon GameLift.
Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.
Operations related to match configurations and rule sets include:
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmakingConfigurations for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations
func (*GameLift) DescribeMatchmakingConfigurationsRequest ¶
func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput)
DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmakingConfigurations operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeMatchmakingConfigurationsRequest method. req, resp := client.DescribeMatchmakingConfigurationsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations
func (*GameLift) DescribeMatchmakingConfigurationsWithContext ¶
func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error)
DescribeMatchmakingConfigurationsWithContext is the same as DescribeMatchmakingConfigurations with the addition of the ability to pass a context and additional request options.
See DescribeMatchmakingConfigurations for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeMatchmakingRequest ¶
func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput)
DescribeMatchmakingRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmaking operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeMatchmaking for more information on using the DescribeMatchmaking API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeMatchmakingRequest method. req, resp := client.DescribeMatchmakingRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking
func (*GameLift) DescribeMatchmakingRuleSets ¶
func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error)
DescribeMatchmakingRuleSets API operation for Amazon GameLift.
Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.
Operations related to match configurations and rule sets include:
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeMatchmakingRuleSets for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets
func (*GameLift) DescribeMatchmakingRuleSetsRequest ¶
func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput)
DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the client's request for the DescribeMatchmakingRuleSets operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeMatchmakingRuleSetsRequest method. req, resp := client.DescribeMatchmakingRuleSetsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets
func (*GameLift) DescribeMatchmakingRuleSetsWithContext ¶
func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error)
DescribeMatchmakingRuleSetsWithContext is the same as DescribeMatchmakingRuleSets with the addition of the ability to pass a context and additional request options.
See DescribeMatchmakingRuleSets for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeMatchmakingWithContext ¶
func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error)
DescribeMatchmakingWithContext is the same as DescribeMatchmaking with the addition of the ability to pass a context and additional request options.
See DescribeMatchmaking for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribePlayerSessions ¶
func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
DescribePlayerSessions API operation for Amazon GameLift.
Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId 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.
Available in Amazon GameLift Local.
Player-session-related operations include:
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribePlayerSessions for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions
func (*GameLift) DescribePlayerSessionsRequest ¶
func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)
DescribePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribePlayerSessions operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribePlayerSessions for more information on using the DescribePlayerSessions API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribePlayerSessionsRequest method. req, resp := client.DescribePlayerSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions
func (*GameLift) DescribePlayerSessionsWithContext ¶
func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error)
DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of the ability to pass a context and additional request options.
See DescribePlayerSessions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeRuntimeConfiguration ¶
func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)
DescribeRuntimeConfiguration API operation for Amazon GameLift.
Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeRuntimeConfiguration for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration
func (*GameLift) DescribeRuntimeConfigurationRequest ¶
func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)
DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the DescribeRuntimeConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeRuntimeConfigurationRequest method. req, resp := client.DescribeRuntimeConfigurationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration
func (*GameLift) DescribeRuntimeConfigurationWithContext ¶
func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error)
DescribeRuntimeConfigurationWithContext is the same as DescribeRuntimeConfiguration with the addition of the ability to pass a context and additional request options.
See DescribeRuntimeConfiguration for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeScalingPolicies ¶
func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
DescribeScalingPolicies API operation for Amazon GameLift.
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.
A fleet may have all of its scaling policies suspended (StopFleetActions). This action does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.
Operations related to fleet capacity scaling include:
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies:
PutScalingPolicy (auto-scaling)
DescribeScalingPolicies (auto-scaling)
DeleteScalingPolicy (auto-scaling)
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeScalingPolicies for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies
func (*GameLift) DescribeScalingPoliciesRequest ¶
func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)
DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the client's request for the DescribeScalingPolicies operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeScalingPolicies for more information on using the DescribeScalingPolicies API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeScalingPoliciesRequest method. req, resp := client.DescribeScalingPoliciesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies
func (*GameLift) DescribeScalingPoliciesWithContext ¶
func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error)
DescribeScalingPoliciesWithContext is the same as DescribeScalingPolicies with the addition of the ability to pass a context and additional request options.
See DescribeScalingPolicies for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeVpcPeeringAuthorizations ¶
func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error)
DescribeVpcPeeringAuthorizations API operation for Amazon GameLift.
Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.
VPC peering connection operations include:
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeVpcPeeringAuthorizations for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations
func (*GameLift) DescribeVpcPeeringAuthorizationsRequest ¶
func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput)
DescribeVpcPeeringAuthorizationsRequest generates a "aws/request.Request" representing the client's request for the DescribeVpcPeeringAuthorizations operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeVpcPeeringAuthorizations for more information on using the DescribeVpcPeeringAuthorizations API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeVpcPeeringAuthorizationsRequest method. req, resp := client.DescribeVpcPeeringAuthorizationsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations
func (*GameLift) DescribeVpcPeeringAuthorizationsWithContext ¶
func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, opts ...request.Option) (*DescribeVpcPeeringAuthorizationsOutput, error)
DescribeVpcPeeringAuthorizationsWithContext is the same as DescribeVpcPeeringAuthorizations with the addition of the ability to pass a context and additional request options.
See DescribeVpcPeeringAuthorizations for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeVpcPeeringConnections ¶
func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error)
DescribeVpcPeeringConnections API operation for Amazon GameLift.
Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.
To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.
VPC peering connection operations include:
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeVpcPeeringConnections for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections
func (*GameLift) DescribeVpcPeeringConnectionsRequest ¶
func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput)
DescribeVpcPeeringConnectionsRequest generates a "aws/request.Request" representing the client's request for the DescribeVpcPeeringConnections operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See DescribeVpcPeeringConnections for more information on using the DescribeVpcPeeringConnections API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the DescribeVpcPeeringConnectionsRequest method. req, resp := client.DescribeVpcPeeringConnectionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections
func (*GameLift) DescribeVpcPeeringConnectionsWithContext ¶
func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, opts ...request.Option) (*DescribeVpcPeeringConnectionsOutput, error)
DescribeVpcPeeringConnectionsWithContext is the same as DescribeVpcPeeringConnections with the addition of the ability to pass a context and additional request options.
See DescribeVpcPeeringConnections for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) GetGameSessionLogUrl ¶
func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
GetGameSessionLogUrl API operation for Amazon GameLift.
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 and retains them for 14 days. 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.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation GetGameSessionLogUrl for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl
func (*GameLift) GetGameSessionLogUrlRequest ¶
func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)
GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the client's request for the GetGameSessionLogUrl operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See GetGameSessionLogUrl for more information on using the GetGameSessionLogUrl API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the GetGameSessionLogUrlRequest method. req, resp := client.GetGameSessionLogUrlRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl
func (*GameLift) GetGameSessionLogUrlWithContext ¶
func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error)
GetGameSessionLogUrlWithContext is the same as GetGameSessionLogUrl with the addition of the ability to pass a context and additional request options.
See GetGameSessionLogUrl for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) GetInstanceAccess ¶
func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error)
GetInstanceAccess API operation for Amazon GameLift.
Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.
Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance (http://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html).
To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation GetInstanceAccess for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess
func (*GameLift) GetInstanceAccessRequest ¶
func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput)
GetInstanceAccessRequest generates a "aws/request.Request" representing the client's request for the GetInstanceAccess operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See GetInstanceAccess for more information on using the GetInstanceAccess API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the GetInstanceAccessRequest method. req, resp := client.GetInstanceAccessRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess
func (*GameLift) GetInstanceAccessWithContext ¶
func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error)
GetInstanceAccessWithContext is the same as GetInstanceAccess with the addition of the ability to pass a context and additional request options.
See GetInstanceAccess for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) ListAliases ¶
func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
ListAliases API operation for Amazon GameLift.
Retrieves all aliases 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.
Returned aliases are not listed in any particular order.
Alias-related operations include:
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ListAliases for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases
func (*GameLift) ListAliasesRequest ¶
func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)
ListAliasesRequest generates a "aws/request.Request" representing the client's request for the ListAliases operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See ListAliases for more information on using the ListAliases API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the ListAliasesRequest method. req, resp := client.ListAliasesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases
func (*GameLift) ListAliasesWithContext ¶
func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error)
ListAliasesWithContext is the same as ListAliases with the addition of the ability to pass a context and additional request options.
See ListAliases for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) ListBuilds ¶
func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
ListBuilds API operation for Amazon GameLift.
Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.
Build records are not listed in any particular order.
Build-related operations include:
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ListBuilds for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds
func (*GameLift) ListBuildsRequest ¶
func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)
ListBuildsRequest generates a "aws/request.Request" representing the client's request for the ListBuilds operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See ListBuilds for more information on using the ListBuilds API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the ListBuildsRequest method. req, resp := client.ListBuildsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds
func (*GameLift) ListBuildsWithContext ¶
func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error)
ListBuildsWithContext is the same as ListBuilds with the addition of the ability to pass a context and additional request options.
See ListBuilds for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) ListFleets ¶
func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)
ListFleets API operation for Amazon GameLift.
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.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ListFleets for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets
func (*GameLift) ListFleetsRequest ¶
func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)
ListFleetsRequest generates a "aws/request.Request" representing the client's request for the ListFleets operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See ListFleets for more information on using the ListFleets API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the ListFleetsRequest method. req, resp := client.ListFleetsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets
func (*GameLift) ListFleetsWithContext ¶
func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error)
ListFleetsWithContext is the same as ListFleets with the addition of the ability to pass a context and additional request options.
See ListFleets for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) PutScalingPolicy ¶
func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)
PutScalingPolicy API operation for Amazon GameLift.
Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.
Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.
You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.
Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling (http://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html).
Target-based policy ¶
A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.
For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.
To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
Rule-based policy ¶
A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.
For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%."
A policy's rule statement has the following structure:
If [MetricName] is [ComparisonOperator][Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].
To implement the example, the rule statement would look like this:
If [PercentIdleInstances] is [GreaterThanThreshold][20] for [15] minutes, then [PercentChangeInCapacity] to/by [10].
To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.
Operations related to fleet capacity scaling include:
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies:
PutScalingPolicy (auto-scaling)
DescribeScalingPolicies (auto-scaling)
DeleteScalingPolicy (auto-scaling)
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation PutScalingPolicy for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy
func (*GameLift) PutScalingPolicyRequest ¶
func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)
PutScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the PutScalingPolicy operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See PutScalingPolicy for more information on using the PutScalingPolicy API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the PutScalingPolicyRequest method. req, resp := client.PutScalingPolicyRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy
func (*GameLift) PutScalingPolicyWithContext ¶
func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error)
PutScalingPolicyWithContext is the same as PutScalingPolicy with the addition of the ability to pass a context and additional request options.
See PutScalingPolicy for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) RequestUploadCredentials ¶
func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)
RequestUploadCredentials API operation for Amazon GameLift.
Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.
To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation RequestUploadCredentials for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials
func (*GameLift) RequestUploadCredentialsRequest ¶
func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)
RequestUploadCredentialsRequest generates a "aws/request.Request" representing the client's request for the RequestUploadCredentials operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See RequestUploadCredentials for more information on using the RequestUploadCredentials API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the RequestUploadCredentialsRequest method. req, resp := client.RequestUploadCredentialsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials
func (*GameLift) RequestUploadCredentialsWithContext ¶
func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error)
RequestUploadCredentialsWithContext is the same as RequestUploadCredentials with the addition of the ability to pass a context and additional request options.
See RequestUploadCredentials for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) ResolveAlias ¶
func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)
ResolveAlias API operation for Amazon GameLift.
Retrieves the fleet ID that a specified alias is currently pointing to.
Alias-related operations include:
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ResolveAlias for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias
func (*GameLift) ResolveAliasRequest ¶
func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)
ResolveAliasRequest generates a "aws/request.Request" representing the client's request for the ResolveAlias operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See ResolveAlias for more information on using the ResolveAlias API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the ResolveAliasRequest method. req, resp := client.ResolveAliasRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias
func (*GameLift) ResolveAliasWithContext ¶
func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error)
ResolveAliasWithContext is the same as ResolveAlias with the addition of the ability to pass a context and additional request options.
See ResolveAlias for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) SearchGameSessions ¶
func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)
SearchGameSessions API operation for Amazon GameLift.
Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes:
gameSessionId -- Unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.
gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.
gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings.
maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.
creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.
Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.
To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages.
You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation SearchGameSessions for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions
func (*GameLift) SearchGameSessionsRequest ¶
func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput)
SearchGameSessionsRequest generates a "aws/request.Request" representing the client's request for the SearchGameSessions operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See SearchGameSessions for more information on using the SearchGameSessions API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the SearchGameSessionsRequest method. req, resp := client.SearchGameSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions
func (*GameLift) SearchGameSessionsWithContext ¶
func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error)
SearchGameSessionsWithContext is the same as SearchGameSessions with the addition of the ability to pass a context and additional request options.
See SearchGameSessions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) StartFleetActions ¶
func (c *GameLift) StartFleetActions(input *StartFleetActionsInput) (*StartFleetActionsOutput, error)
StartFleetActions API operation for Amazon GameLift.
Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to restart a fleet's auto-scaling activity.
To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes.
Operations related to fleet capacity scaling include:
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies:
PutScalingPolicy (auto-scaling)
DescribeScalingPolicies (auto-scaling)
DeleteScalingPolicy (auto-scaling)
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation StartFleetActions for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions
func (*GameLift) StartFleetActionsRequest ¶
func (c *GameLift) StartFleetActionsRequest(input *StartFleetActionsInput) (req *request.Request, output *StartFleetActionsOutput)
StartFleetActionsRequest generates a "aws/request.Request" representing the client's request for the StartFleetActions operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See StartFleetActions for more information on using the StartFleetActions API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the StartFleetActionsRequest method. req, resp := client.StartFleetActionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions
func (*GameLift) StartFleetActionsWithContext ¶
func (c *GameLift) StartFleetActionsWithContext(ctx aws.Context, input *StartFleetActionsInput, opts ...request.Option) (*StartFleetActionsOutput, error)
StartFleetActionsWithContext is the same as StartFleetActions with the addition of the ability to pass a context and additional request options.
See StartFleetActions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) StartGameSessionPlacement ¶
func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error)
StartGameSessionPlacement API operation for Amazon GameLift.
Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of IDs and player data for each player you want to join to the new game session
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation StartGameSessionPlacement for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement
func (*GameLift) StartGameSessionPlacementRequest ¶
func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput)
StartGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the StartGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See StartGameSessionPlacement for more information on using the StartGameSessionPlacement API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the StartGameSessionPlacementRequest method. req, resp := client.StartGameSessionPlacementRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement
func (*GameLift) StartGameSessionPlacementWithContext ¶
func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error)
StartGameSessionPlacementWithContext is the same as StartGameSessionPlacement with the addition of the ability to pass a context and additional request options.
See StartGameSessionPlacement for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) StartMatchBackfill ¶
func (c *GameLift) StartMatchBackfill(input *StartMatchBackfillInput) (*StartMatchBackfillOutput, error)
StartMatchBackfill API operation for Amazon GameLift.
Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created.
To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed. For more detail how to set up backfilling, see Backfill Existing Games with FlexMatch (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html).
The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see How Amazon GameLift FlexMatch Works (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html).
Matchmaking-related operations include:
StartMatchmaking
DescribeMatchmaking
StopMatchmaking
AcceptMatch
StartMatchBackfill
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation StartMatchBackfill for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill
func (*GameLift) StartMatchBackfillRequest ¶
func (c *GameLift) StartMatchBackfillRequest(input *StartMatchBackfillInput) (req *request.Request, output *StartMatchBackfillOutput)
StartMatchBackfillRequest generates a "aws/request.Request" representing the client's request for the StartMatchBackfill operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See StartMatchBackfill for more information on using the StartMatchBackfill API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the StartMatchBackfillRequest method. req, resp := client.StartMatchBackfillRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill
func (*GameLift) StartMatchBackfillWithContext ¶
func (c *GameLift) StartMatchBackfillWithContext(ctx aws.Context, input *StartMatchBackfillInput, opts ...request.Option) (*StartMatchBackfillOutput, error)
StartMatchBackfillWithContext is the same as StartMatchBackfill with the addition of the ability to pass a context and additional request options.
See StartMatchBackfill for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) StartMatchmaking ¶
func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error)
StartMatchmaking API operation for Amazon GameLift.
Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a MatchmakingConfiguration. For complete information on setting up and using FlexMatch, see the topic Adding FlexMatch to Your Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html).
To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches.
Tracking ticket status -- A couple of options are available for tracking the status of matchmaking requests:
Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including current status and (for completed tickets) game session connection info. We recommend polling no more than once every 10 seconds.
Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service (SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match status changes faster and more efficiently than polling. We recommend that you use polling to back up to notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when notifications are not received within 30 seconds.
Processing a matchmaking request -- FlexMatch handles a matchmaking request as follows:
Your client code submits a StartMatchmaking request for one or more players and tracks the status of the request ticket.
FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.
If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch for more details).
Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data.
When the match is successfully placed, the matchmaking tickets move into COMPLETED status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game.
Matchmaking-related operations include:
StartMatchmaking
DescribeMatchmaking
StopMatchmaking
AcceptMatch
StartMatchBackfill
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation StartMatchmaking for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking
func (*GameLift) StartMatchmakingRequest ¶
func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *request.Request, output *StartMatchmakingOutput)
StartMatchmakingRequest generates a "aws/request.Request" representing the client's request for the StartMatchmaking operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See StartMatchmaking for more information on using the StartMatchmaking API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the StartMatchmakingRequest method. req, resp := client.StartMatchmakingRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking
func (*GameLift) StartMatchmakingWithContext ¶
func (c *GameLift) StartMatchmakingWithContext(ctx aws.Context, input *StartMatchmakingInput, opts ...request.Option) (*StartMatchmakingOutput, error)
StartMatchmakingWithContext is the same as StartMatchmaking with the addition of the ability to pass a context and additional request options.
See StartMatchmaking for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) StopFleetActions ¶
func (c *GameLift) StopFleetActions(input *StopFleetActionsInput) (*StopFleetActionsOutput, error)
StopFleetActions API operation for Amazon GameLift.
Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop scaling events triggered by the fleet's scaling policies. The policies can be retained and auto-scaling activity can be restarted using StartFleetActions. You can view a fleet's stopped actions using DescribeFleetAttributes.
To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates scaling events except to maintain the fleet's desired instances setting (FleetCapacity. Changes to the fleet's capacity must be done manually using UpdateFleetCapacity.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation StopFleetActions for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions
func (*GameLift) StopFleetActionsRequest ¶
func (c *GameLift) StopFleetActionsRequest(input *StopFleetActionsInput) (req *request.Request, output *StopFleetActionsOutput)
StopFleetActionsRequest generates a "aws/request.Request" representing the client's request for the StopFleetActions operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See StopFleetActions for more information on using the StopFleetActions API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the StopFleetActionsRequest method. req, resp := client.StopFleetActionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions
func (*GameLift) StopFleetActionsWithContext ¶
func (c *GameLift) StopFleetActionsWithContext(ctx aws.Context, input *StopFleetActionsInput, opts ...request.Option) (*StopFleetActionsOutput, error)
StopFleetActionsWithContext is the same as StopFleetActions with the addition of the ability to pass a context and additional request options.
See StopFleetActions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) StopGameSessionPlacement ¶
func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error)
StopGameSessionPlacement API operation for Amazon GameLift.
Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation StopGameSessionPlacement for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement
func (*GameLift) StopGameSessionPlacementRequest ¶
func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput)
StopGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the StopGameSessionPlacement operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See StopGameSessionPlacement for more information on using the StopGameSessionPlacement API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the StopGameSessionPlacementRequest method. req, resp := client.StopGameSessionPlacementRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement
func (*GameLift) StopGameSessionPlacementWithContext ¶
func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error)
StopGameSessionPlacementWithContext is the same as StopGameSessionPlacement with the addition of the ability to pass a context and additional request options.
See StopGameSessionPlacement for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) StopMatchmaking ¶
func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error)
StopMatchmaking API operation for Amazon GameLift.
Cancels a matchmaking ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.
Matchmaking-related operations include:
StartMatchmaking
DescribeMatchmaking
StopMatchmaking
AcceptMatch
StartMatchBackfill
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation StopMatchmaking for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking
func (*GameLift) StopMatchmakingRequest ¶
func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *request.Request, output *StopMatchmakingOutput)
StopMatchmakingRequest generates a "aws/request.Request" representing the client's request for the StopMatchmaking operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See StopMatchmaking for more information on using the StopMatchmaking API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the StopMatchmakingRequest method. req, resp := client.StopMatchmakingRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking
func (*GameLift) StopMatchmakingWithContext ¶
func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchmakingInput, opts ...request.Option) (*StopMatchmakingOutput, error)
StopMatchmakingWithContext is the same as StopMatchmaking with the addition of the ability to pass a context and additional request options.
See StopMatchmaking for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateAlias ¶
func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)
UpdateAlias API operation for Amazon GameLift.
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.
Alias-related operations include:
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
ResolveAlias
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateAlias for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias
func (*GameLift) UpdateAliasRequest ¶
func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)
UpdateAliasRequest generates a "aws/request.Request" representing the client's request for the UpdateAlias operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See UpdateAlias for more information on using the UpdateAlias API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the UpdateAliasRequest method. req, resp := client.UpdateAliasRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias
func (*GameLift) UpdateAliasWithContext ¶
func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error)
UpdateAliasWithContext is the same as UpdateAlias with the addition of the ability to pass a context and additional request options.
See UpdateAlias for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateBuild ¶
func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)
UpdateBuild API operation for Amazon GameLift.
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.
Build-related operations include:
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateBuild for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild
func (*GameLift) UpdateBuildRequest ¶
func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)
UpdateBuildRequest generates a "aws/request.Request" representing the client's request for the UpdateBuild operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See UpdateBuild for more information on using the UpdateBuild API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the UpdateBuildRequest method. req, resp := client.UpdateBuildRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild
func (*GameLift) UpdateBuildWithContext ¶
func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error)
UpdateBuildWithContext is the same as UpdateBuild with the addition of the ability to pass a context and additional request options.
See UpdateBuild for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateFleetAttributes ¶
func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)
UpdateFleetAttributes API operation for Amazon GameLift.
Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetAttributes for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes
func (*GameLift) UpdateFleetAttributesRequest ¶
func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)
UpdateFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetAttributes operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See UpdateFleetAttributes for more information on using the UpdateFleetAttributes API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the UpdateFleetAttributesRequest method. req, resp := client.UpdateFleetAttributesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes
func (*GameLift) UpdateFleetAttributesWithContext ¶
func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error)
UpdateFleetAttributesWithContext is the same as UpdateFleetAttributes with the addition of the ability to pass a context and additional request options.
See UpdateFleetAttributes for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateFleetCapacity ¶
func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)
UpdateFleetCapacity API operation for Amazon GameLift.
Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that 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.
Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments.
To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. 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 occurs.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetCapacity for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity
func (*GameLift) UpdateFleetCapacityRequest ¶
func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)
UpdateFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetCapacity operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See UpdateFleetCapacity for more information on using the UpdateFleetCapacity API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the UpdateFleetCapacityRequest method. req, resp := client.UpdateFleetCapacityRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity
func (*GameLift) UpdateFleetCapacityWithContext ¶
func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error)
UpdateFleetCapacityWithContext is the same as UpdateFleetCapacity with the addition of the ability to pass a context and additional request options.
See UpdateFleetCapacity for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateFleetPortSettings ¶
func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)
UpdateFleetPortSettings API operation for Amazon GameLift.
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.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetPortSettings for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings
func (*GameLift) UpdateFleetPortSettingsRequest ¶
func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)
UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetPortSettings operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See UpdateFleetPortSettings for more information on using the UpdateFleetPortSettings API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the UpdateFleetPortSettingsRequest method. req, resp := client.UpdateFleetPortSettingsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings
func (*GameLift) UpdateFleetPortSettingsWithContext ¶
func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error)
UpdateFleetPortSettingsWithContext is the same as UpdateFleetPortSettings with the addition of the ability to pass a context and additional request options.
See UpdateFleetPortSettings for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateGameSession ¶
func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)
UpdateGameSession API operation for Amazon GameLift.
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.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateGameSession for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession
func (*GameLift) UpdateGameSessionQueue ¶
func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error)
UpdateGameSessionQueue API operation for Amazon GameLift.
Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
Queue-related operations include:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateGameSessionQueue for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue
func (*GameLift) UpdateGameSessionQueueRequest ¶
func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput)
UpdateGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSessionQueue operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See UpdateGameSessionQueue for more information on using the UpdateGameSessionQueue API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the UpdateGameSessionQueueRequest method. req, resp := client.UpdateGameSessionQueueRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue
func (*GameLift) UpdateGameSessionQueueWithContext ¶
func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error)
UpdateGameSessionQueueWithContext is the same as UpdateGameSessionQueue with the addition of the ability to pass a context and additional request options.
See UpdateGameSessionQueue for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateGameSessionRequest ¶
func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)
UpdateGameSessionRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSession operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See UpdateGameSession for more information on using the UpdateGameSession API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the UpdateGameSessionRequest method. req, resp := client.UpdateGameSessionRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession
func (*GameLift) UpdateGameSessionWithContext ¶
func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error)
UpdateGameSessionWithContext is the same as UpdateGameSession with the addition of the ability to pass a context and additional request options.
See UpdateGameSession for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateMatchmakingConfiguration ¶
func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error)
UpdateMatchmakingConfiguration API operation for Amazon GameLift.
Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to be updated and provide the new settings.
Operations related to match configurations and rule sets include:
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateMatchmakingConfiguration for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration
func (*GameLift) UpdateMatchmakingConfigurationRequest ¶
func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) (req *request.Request, output *UpdateMatchmakingConfigurationOutput)
UpdateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the client's request for the UpdateMatchmakingConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See UpdateMatchmakingConfiguration for more information on using the UpdateMatchmakingConfiguration API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the UpdateMatchmakingConfigurationRequest method. req, resp := client.UpdateMatchmakingConfigurationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration
func (*GameLift) UpdateMatchmakingConfigurationWithContext ¶
func (c *GameLift) UpdateMatchmakingConfigurationWithContext(ctx aws.Context, input *UpdateMatchmakingConfigurationInput, opts ...request.Option) (*UpdateMatchmakingConfigurationOutput, error)
UpdateMatchmakingConfigurationWithContext is the same as UpdateMatchmakingConfiguration with the addition of the ability to pass a context and additional request options.
See UpdateMatchmakingConfiguration for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateRuntimeConfiguration ¶
func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)
UpdateRuntimeConfiguration API operation for Amazon GameLift.
Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.
To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.
Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions ¶
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateRuntimeConfiguration for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration
func (*GameLift) UpdateRuntimeConfigurationRequest ¶
func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput)
UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the UpdateRuntimeConfiguration operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See UpdateRuntimeConfiguration for more information on using the UpdateRuntimeConfiguration API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the UpdateRuntimeConfigurationRequest method. req, resp := client.UpdateRuntimeConfigurationRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration
func (*GameLift) UpdateRuntimeConfigurationWithContext ¶
func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error)
UpdateRuntimeConfigurationWithContext is the same as UpdateRuntimeConfiguration with the addition of the ability to pass a context and additional request options.
See UpdateRuntimeConfiguration for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) ValidateMatchmakingRuleSet ¶
func (c *GameLift) ValidateMatchmakingRuleSet(input *ValidateMatchmakingRuleSetInput) (*ValidateMatchmakingRuleSetOutput, error)
ValidateMatchmakingRuleSet API operation for Amazon GameLift.
Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set uses syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set string.
Operations related to match configurations and rule sets include:
CreateMatchmakingConfiguration
DescribeMatchmakingConfigurations
UpdateMatchmakingConfiguration
DeleteMatchmakingConfiguration
CreateMatchmakingRuleSet
DescribeMatchmakingRuleSets
ValidateMatchmakingRuleSet
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ValidateMatchmakingRuleSet for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnsupportedRegionException "UnsupportedRegionException" The requested operation is not supported in the region specified.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet
func (*GameLift) ValidateMatchmakingRuleSetRequest ¶
func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) (req *request.Request, output *ValidateMatchmakingRuleSetOutput)
ValidateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the client's request for the ValidateMatchmakingRuleSet operation. The "output" return value will be populated with the request's response once the request completes successfuly.
Use "Send" method on the returned Request to send the API call to the service. the "output" return value is not valid until after Send returns without error.
See ValidateMatchmakingRuleSet for more information on using the ValidateMatchmakingRuleSet API call, and error handling.
This method is useful when you want to inject custom logic or configuration into the SDK's request lifecycle. Such as custom headers, or retry logic.
// Example sending a request using the ValidateMatchmakingRuleSetRequest method. req, resp := client.ValidateMatchmakingRuleSetRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet
func (*GameLift) ValidateMatchmakingRuleSetWithContext ¶
func (c *GameLift) ValidateMatchmakingRuleSetWithContext(ctx aws.Context, input *ValidateMatchmakingRuleSetInput, opts ...request.Option) (*ValidateMatchmakingRuleSetOutput, error)
ValidateMatchmakingRuleSetWithContext is the same as ValidateMatchmakingRuleSet with the addition of the ability to pass a context and additional request options.
See ValidateMatchmakingRuleSet for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
type GameProperty ¶
type GameProperty struct { // Game property identifier. // // Key is a required field Key *string `type:"string" required:"true"` // Game property value. // // Value is a required field Value *string `type:"string" required:"true"` // contains filtered or unexported fields }
Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session, such as to specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session; the server process uses the properties as appropriate. For more information, see the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create).
func (GameProperty) GoString ¶
func (s GameProperty) GoString() string
GoString returns the string representation
func (*GameProperty) SetKey ¶
func (s *GameProperty) SetKey(v string) *GameProperty
SetKey sets the Key field's value.
func (*GameProperty) SetValue ¶
func (s *GameProperty) SetValue(v string) *GameProperty
SetValue sets the Value field's value.
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 data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a player. This ID is used to enforce a resource protection // policy (if one exists), that limits the number of game sessions a player // can create. CreatorId *string `min:"1" type:"string"` // Number of players currently in the game session. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet that the game session is running on. FleetId *string `type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // You can search for active game sessions based on this custom data with SearchGameSessions. GameProperties []*GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // Unique identifier for the game session. A game session ARN has the following // format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string // or idempotency token>. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Information about the matchmaking process that was used to create the game // session. It is in JSON syntax, formatted as a string. In addition the matchmaking // configuration used, it contains data on all players assigned to the match, // including player attributes and team assignments. For more details on matchmaker // data, see Match Data (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data). // Matchmaker data is useful when requesting match backfills, and is updated // whenever new players are added during a successful backfill (see StartMatchBackfill). MatchmakerData *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label that is associated with a 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"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the game session. A game session must have an ACTIVE status // to have player sessions. Status *string `type:"string" enum:"GameSessionStatus"` // Provides additional information about game session status. INTERRUPTED indicates // that the game session was hosted on a spot instance that was reclaimed, causing // the active game session to be terminated. StatusReason *string `type:"string" enum:"GameSessionStatusReason"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Properties describing a game session.
A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.
Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.
Game-session-related operations include:
CreateGameSession
DescribeGameSessions
DescribeGameSessionDetails
SearchGameSessions
UpdateGameSession
GetGameSessionLogUrl
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement
func (GameSession) GoString ¶
func (s GameSession) GoString() string
GoString returns the string representation
func (*GameSession) SetCreationTime ¶
func (s *GameSession) SetCreationTime(v time.Time) *GameSession
SetCreationTime sets the CreationTime field's value.
func (*GameSession) SetCreatorId ¶
func (s *GameSession) SetCreatorId(v string) *GameSession
SetCreatorId sets the CreatorId field's value.
func (*GameSession) SetCurrentPlayerSessionCount ¶
func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession
SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.
func (*GameSession) SetFleetId ¶
func (s *GameSession) SetFleetId(v string) *GameSession
SetFleetId sets the FleetId field's value.
func (*GameSession) SetGameProperties ¶
func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession
SetGameProperties sets the GameProperties field's value.
func (*GameSession) SetGameSessionData ¶
func (s *GameSession) SetGameSessionData(v string) *GameSession
SetGameSessionData sets the GameSessionData field's value.
func (*GameSession) SetGameSessionId ¶
func (s *GameSession) SetGameSessionId(v string) *GameSession
SetGameSessionId sets the GameSessionId field's value.
func (*GameSession) SetIpAddress ¶
func (s *GameSession) SetIpAddress(v string) *GameSession
SetIpAddress sets the IpAddress field's value.
func (*GameSession) SetMatchmakerData ¶
func (s *GameSession) SetMatchmakerData(v string) *GameSession
SetMatchmakerData sets the MatchmakerData field's value.
func (*GameSession) SetMaximumPlayerSessionCount ¶
func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (*GameSession) SetName ¶
func (s *GameSession) SetName(v string) *GameSession
SetName sets the Name field's value.
func (*GameSession) SetPlayerSessionCreationPolicy ¶
func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession
SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value.
func (*GameSession) SetPort ¶
func (s *GameSession) SetPort(v int64) *GameSession
SetPort sets the Port field's value.
func (*GameSession) SetStatus ¶
func (s *GameSession) SetStatus(v string) *GameSession
SetStatus sets the Status field's value.
func (*GameSession) SetStatusReason ¶
func (s *GameSession) SetStatusReason(v string) *GameSession
SetStatusReason sets the StatusReason field's value.
func (*GameSession) SetTerminationTime ¶
func (s *GameSession) SetTerminationTime(v time.Time) *GameSession
SetTerminationTime sets the TerminationTime field's value.
func (GameSession) String ¶
func (s GameSession) String() string
String returns the string representation
type GameSessionConnectionInfo ¶
type GameSessionConnectionInfo struct { // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session and uniquely identifies it. GameSessionArn *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Collection of player session IDs, one for each player ID that was included // in the original matchmaking request. MatchedPlayerSessions []*MatchedPlayerSession `type:"list"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // contains filtered or unexported fields }
Connection information for the new game session that is created with matchmaking. (with StartMatchmaking). Once a match is set, the FlexMatch engine places the match and creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket, which can be retrieved by calling DescribeMatchmaking.
func (GameSessionConnectionInfo) GoString ¶
func (s GameSessionConnectionInfo) GoString() string
GoString returns the string representation
func (*GameSessionConnectionInfo) SetGameSessionArn ¶
func (s *GameSessionConnectionInfo) SetGameSessionArn(v string) *GameSessionConnectionInfo
SetGameSessionArn sets the GameSessionArn field's value.
func (*GameSessionConnectionInfo) SetIpAddress ¶
func (s *GameSessionConnectionInfo) SetIpAddress(v string) *GameSessionConnectionInfo
SetIpAddress sets the IpAddress field's value.
func (*GameSessionConnectionInfo) SetMatchedPlayerSessions ¶
func (s *GameSessionConnectionInfo) SetMatchedPlayerSessions(v []*MatchedPlayerSession) *GameSessionConnectionInfo
SetMatchedPlayerSessions sets the MatchedPlayerSessions field's value.
func (*GameSessionConnectionInfo) SetPort ¶
func (s *GameSessionConnectionInfo) SetPort(v int64) *GameSessionConnectionInfo
SetPort sets the Port field's value.
func (GameSessionConnectionInfo) String ¶
func (s GameSessionConnectionInfo) String() string
String returns the string representation
type GameSessionDetail ¶
type GameSessionDetail struct { // Object that describes 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 plus the protection policy currently in force.
func (GameSessionDetail) GoString ¶
func (s GameSessionDetail) GoString() string
GoString returns the string representation
func (*GameSessionDetail) SetGameSession ¶
func (s *GameSessionDetail) SetGameSession(v *GameSession) *GameSessionDetail
SetGameSession sets the GameSession field's value.
func (*GameSessionDetail) SetProtectionPolicy ¶
func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail
SetProtectionPolicy sets the ProtectionPolicy field's value.
func (GameSessionDetail) String ¶
func (s GameSessionDetail) String() string
String returns the string representation
type GameSessionPlacement ¶
type GameSessionPlacement struct { // Time stamp indicating when this request was completed, canceled, or timed // out. EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` // Identifier for the game session created by this placement request. This value // is set once the new game session is placed (placement status is FULFILLED). // This identifier is unique across all regions. You can use this value as a // GameSessionId value as needed. GameSessionArn *string `min:"1" type:"string"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // Unique identifier for the game session. This value is set once the new game // session is placed (placement status is FULFILLED). GameSessionId *string `min:"1" type:"string"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. GameSessionName *string `min:"1" type:"string"` // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. GameSessionQueueName *string `min:"1" type:"string"` // Name of the region where the game session created by this placement request // is running. This value is set once the new game session is placed (placement // status is FULFILLED). GameSessionRegion *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. This value is set once // the new game session is placed (placement status is FULFILLED). IpAddress *string `type:"string"` // Information on the matchmaking process for this game. Data is in JSON syntax, // formatted as a string. It identifies the matchmaking configuration used to // create the match, and contains data on all players assigned to the match, // including player attributes and team assignments. For more details on matchmaker // data, see Match Data (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data). MatchmakerData *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Collection of information on player sessions created in response to the game // session placement request. These player sessions are created only once a // new game session is successfully placed (placement status is FULFILLED). // This information includes the player ID (as provided in the placement request) // and the corresponding player session ID. Retrieve full player sessions by // calling DescribePlayerSessions with the player session ID. PlacedPlayerSessions []*PlacedPlayerSession `type:"list"` // Unique identifier for a game session placement. PlacementId *string `min:"1" type:"string"` // Set of values, expressed in milliseconds, indicating the amount of latency // that a player experiences when connected to AWS regions. PlayerLatencies []*PlayerLatency `type:"list"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. This value is set once // the new game session is placed (placement status is FULFILLED). Port *int64 `min:"1" type:"integer"` // Time stamp indicating when this request was placed in the queue. Format is // a number expressed in Unix time as milliseconds (for example "1469498468.057"). StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Current status of the game session placement request. // // * PENDING -- The placement request is currently in the queue waiting to // be processed. // // * FULFILLED -- A new game session and player sessions (if requested) have // been successfully created. Values for GameSessionArn and GameSessionRegion // are available. // // * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. // // * TIMED_OUT -- A new game session was not successfully created before // the time limit expired. You can resubmit the placement request as needed. Status *string `type:"string" enum:"GameSessionPlacementState"` // contains filtered or unexported fields }
Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.
Game session placement-related operations include:
StartGameSessionPlacement
DescribeGameSessionPlacement
StopGameSessionPlacement
func (GameSessionPlacement) GoString ¶
func (s GameSessionPlacement) GoString() string
GoString returns the string representation
func (*GameSessionPlacement) SetEndTime ¶
func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement
SetEndTime sets the EndTime field's value.
func (*GameSessionPlacement) SetGameProperties ¶
func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement
SetGameProperties sets the GameProperties field's value.
func (*GameSessionPlacement) SetGameSessionArn ¶
func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement
SetGameSessionArn sets the GameSessionArn field's value.
func (*GameSessionPlacement) SetGameSessionData ¶
func (s *GameSessionPlacement) SetGameSessionData(v string) *GameSessionPlacement
SetGameSessionData sets the GameSessionData field's value.
func (*GameSessionPlacement) SetGameSessionId ¶
func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement
SetGameSessionId sets the GameSessionId field's value.
func (*GameSessionPlacement) SetGameSessionName ¶
func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement
SetGameSessionName sets the GameSessionName field's value.
func (*GameSessionPlacement) SetGameSessionQueueName ¶
func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement
SetGameSessionQueueName sets the GameSessionQueueName field's value.
func (*GameSessionPlacement) SetGameSessionRegion ¶
func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement
SetGameSessionRegion sets the GameSessionRegion field's value.
func (*GameSessionPlacement) SetIpAddress ¶
func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement
SetIpAddress sets the IpAddress field's value.
func (*GameSessionPlacement) SetMatchmakerData ¶
func (s *GameSessionPlacement) SetMatchmakerData(v string) *GameSessionPlacement
SetMatchmakerData sets the MatchmakerData field's value.
func (*GameSessionPlacement) SetMaximumPlayerSessionCount ¶
func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (*GameSessionPlacement) SetPlacedPlayerSessions ¶
func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement
SetPlacedPlayerSessions sets the PlacedPlayerSessions field's value.
func (*GameSessionPlacement) SetPlacementId ¶
func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement
SetPlacementId sets the PlacementId field's value.
func (*GameSessionPlacement) SetPlayerLatencies ¶
func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement
SetPlayerLatencies sets the PlayerLatencies field's value.
func (*GameSessionPlacement) SetPort ¶
func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement
SetPort sets the Port field's value.
func (*GameSessionPlacement) SetStartTime ¶
func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement
SetStartTime sets the StartTime field's value.
func (*GameSessionPlacement) SetStatus ¶
func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement
SetStatus sets the Status field's value.
func (GameSessionPlacement) String ¶
func (s GameSessionPlacement) String() string
String returns the string representation
type GameSessionQueue ¶
type GameSessionQueue struct { // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. GameSessionQueueArn *string `min:"1" type:"string"` // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. Name *string `min:"1" type:"string"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:
The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.
The length of time that placement requests can wait in the queue before timing out.
A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.
Queue-related operations include:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
func (GameSessionQueue) GoString ¶
func (s GameSessionQueue) GoString() string
GoString returns the string representation
func (*GameSessionQueue) SetDestinations ¶
func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue
SetDestinations sets the Destinations field's value.
func (*GameSessionQueue) SetGameSessionQueueArn ¶
func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue
SetGameSessionQueueArn sets the GameSessionQueueArn field's value.
func (*GameSessionQueue) SetName ¶
func (s *GameSessionQueue) SetName(v string) *GameSessionQueue
SetName sets the Name field's value.
func (*GameSessionQueue) SetPlayerLatencyPolicies ¶
func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue
SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.
func (*GameSessionQueue) SetTimeoutInSeconds ¶
func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue
SetTimeoutInSeconds sets the TimeoutInSeconds field's value.
func (GameSessionQueue) String ¶
func (s GameSessionQueue) String() string
String returns the string representation
type GameSessionQueueDestination ¶
type GameSessionQueueDestination struct { // Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which // include a fleet ID or alias ID and a region name, provide a unique identifier // across all regions. DestinationArn *string `min:"1" type:"string"` // contains filtered or unexported fields }
Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination configured for a queue.
Queue-related operations include:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
func (GameSessionQueueDestination) GoString ¶
func (s GameSessionQueueDestination) GoString() string
GoString returns the string representation
func (*GameSessionQueueDestination) SetDestinationArn ¶
func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQueueDestination
SetDestinationArn sets the DestinationArn field's value.
func (GameSessionQueueDestination) String ¶
func (s GameSessionQueueDestination) String() string
String returns the string representation
func (*GameSessionQueueDestination) Validate ¶
func (s *GameSessionQueueDestination) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GetGameSessionLogUrlInput ¶
type GetGameSessionLogUrlInput struct { // Unique identifier for the game session to get logs for. // // GameSessionId is a required field GameSessionId *string `min:"1" 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) SetGameSessionId ¶
func (s *GetGameSessionLogUrlInput) SetGameSessionId(v string) *GetGameSessionLogUrlInput
SetGameSessionId sets the GameSessionId field's value.
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) SetPreSignedUrl ¶
func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLogUrlOutput
SetPreSignedUrl sets the PreSignedUrl field's value.
func (GetGameSessionLogUrlOutput) String ¶
func (s GetGameSessionLogUrlOutput) String() string
String returns the string representation
type GetInstanceAccessInput ¶
type GetInstanceAccessInput struct { // Unique identifier for a fleet that contains the instance you want access // to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, // or ERROR. Fleets with an ERROR status may be accessible for a short time // before they are deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for an instance you want to get access to. You can access // an instance in any status. // // InstanceId is a required field InstanceId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (GetInstanceAccessInput) GoString ¶
func (s GetInstanceAccessInput) GoString() string
GoString returns the string representation
func (*GetInstanceAccessInput) SetFleetId ¶
func (s *GetInstanceAccessInput) SetFleetId(v string) *GetInstanceAccessInput
SetFleetId sets the FleetId field's value.
func (*GetInstanceAccessInput) SetInstanceId ¶
func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput
SetInstanceId sets the InstanceId field's value.
func (GetInstanceAccessInput) String ¶
func (s GetInstanceAccessInput) String() string
String returns the string representation
func (*GetInstanceAccessInput) Validate ¶
func (s *GetInstanceAccessInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GetInstanceAccessOutput ¶
type GetInstanceAccessOutput struct { // Object that contains connection information for a fleet instance, including // IP address and access credentials. InstanceAccess *InstanceAccess `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (GetInstanceAccessOutput) GoString ¶
func (s GetInstanceAccessOutput) GoString() string
GoString returns the string representation
func (*GetInstanceAccessOutput) SetInstanceAccess ¶
func (s *GetInstanceAccessOutput) SetInstanceAccess(v *InstanceAccess) *GetInstanceAccessOutput
SetInstanceAccess sets the InstanceAccess field's value.
func (GetInstanceAccessOutput) String ¶
func (s GetInstanceAccessOutput) String() string
String returns the string representation
type Instance ¶
type Instance struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet that the instance is in. FleetId *string `type:"string"` // Unique identifier for an instance. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on this instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Current status of the instance. Possible statuses include the following: // // * PENDING -- The instance is in the process of being created and launching // server processes as defined in the fleet's run-time configuration. // // * ACTIVE -- The instance has been successfully created and at least one // server process has successfully launched and reported back to Amazon GameLift // that it is ready to host a game session. The instance is now considered // ready to host game sessions. // // * TERMINATING -- The instance is in the process of shutting down. This // may happen to reduce capacity during a scaling down event or to recycle // resources in the event of a problem. Status *string `type:"string" enum:"InstanceStatus"` // EC2 instance type that defines the computing resources of this instance. Type *string `type:"string" enum:"EC2InstanceType"` // contains filtered or unexported fields }
Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances.
func (*Instance) SetCreationTime ¶
SetCreationTime sets the CreationTime field's value.
func (*Instance) SetFleetId ¶
SetFleetId sets the FleetId field's value.
func (*Instance) SetInstanceId ¶
SetInstanceId sets the InstanceId field's value.
func (*Instance) SetIpAddress ¶
SetIpAddress sets the IpAddress field's value.
func (*Instance) SetOperatingSystem ¶
SetOperatingSystem sets the OperatingSystem field's value.
type InstanceAccess ¶
type InstanceAccess struct { // Credentials required to access the instance. Credentials *InstanceCredentials `type:"structure"` // Unique identifier for a fleet containing the instance being accessed. FleetId *string `type:"string"` // Unique identifier for an instance being accessed. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on the instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // contains filtered or unexported fields }
Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess.
func (InstanceAccess) GoString ¶
func (s InstanceAccess) GoString() string
GoString returns the string representation
func (*InstanceAccess) SetCredentials ¶
func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess
SetCredentials sets the Credentials field's value.
func (*InstanceAccess) SetFleetId ¶
func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess
SetFleetId sets the FleetId field's value.
func (*InstanceAccess) SetInstanceId ¶
func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess
SetInstanceId sets the InstanceId field's value.
func (*InstanceAccess) SetIpAddress ¶
func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess
SetIpAddress sets the IpAddress field's value.
func (*InstanceAccess) SetOperatingSystem ¶
func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess
SetOperatingSystem sets the OperatingSystem field's value.
func (InstanceAccess) String ¶
func (s InstanceAccess) String() string
String returns the string representation
type InstanceCredentials ¶
type InstanceCredentials struct { // Secret string. For Windows instances, the secret is a password for use with // Windows Remote Desktop. For Linux instances, it is a private key (which must // be saved as a .pem file) for use with SSH. Secret *string `min:"1" type:"string"` // User login string. UserName *string `min:"1" type:"string"` // contains filtered or unexported fields }
Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.
func (InstanceCredentials) GoString ¶
func (s InstanceCredentials) GoString() string
GoString returns the string representation
func (*InstanceCredentials) SetSecret ¶
func (s *InstanceCredentials) SetSecret(v string) *InstanceCredentials
SetSecret sets the Secret field's value.
func (*InstanceCredentials) SetUserName ¶
func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials
SetUserName sets the UserName field's value.
func (InstanceCredentials) String ¶
func (s InstanceCredentials) String() string
String returns the string representation
type IpPermission ¶
type IpPermission struct { // Starting value for a range of allowed port numbers. // // FromPort is a required field FromPort *int64 `min:"1" type:"integer" required:"true"` // Range of allowed IP addresses. This value must be expressed in CIDR notation. // Example: "000.000.000.000/[subnet mask]" or optionally the shortened version // "0.0.0.0/[subnet mask]". // // IpRange is a required field IpRange *string `type:"string" required:"true"` // Network communication protocol used by the fleet. // // Protocol is a required field 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 is a required field ToPort *int64 `min:"1" type:"integer" required:"true"` // contains filtered or unexported fields }
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on Amazon GameLift. Each game session hosted on a fleet is assigned a unique combination of IP address and port number, which must fall into the fleet's allowed ranges. This combination is included in the GameSession object.
func (IpPermission) GoString ¶
func (s IpPermission) GoString() string
GoString returns the string representation
func (*IpPermission) SetFromPort ¶
func (s *IpPermission) SetFromPort(v int64) *IpPermission
SetFromPort sets the FromPort field's value.
func (*IpPermission) SetIpRange ¶
func (s *IpPermission) SetIpRange(v string) *IpPermission
SetIpRange sets the IpRange field's value.
func (*IpPermission) SetProtocol ¶
func (s *IpPermission) SetProtocol(v string) *IpPermission
SetProtocol sets the Protocol field's value.
func (*IpPermission) SetToPort ¶
func (s *IpPermission) SetToPort(v int64) *IpPermission
SetToPort sets the ToPort field's value.
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. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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 the following: // // * SIMPLE -- The alias resolves to one specific fleet. Use this type when // routing to active fleets. // // * TERMINAL -- The alias does not resolve to a fleet but instead can be // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. 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) SetLimit ¶
func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput
SetLimit sets the Limit field's value.
func (*ListAliasesInput) SetName ¶
func (s *ListAliasesInput) SetName(v string) *ListAliasesInput
SetName sets the Name field's value.
func (*ListAliasesInput) SetNextToken ¶
func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput
SetNextToken sets the NextToken field's value.
func (*ListAliasesInput) SetRoutingStrategyType ¶
func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput
SetRoutingStrategyType sets the RoutingStrategyType field's value.
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 that indicates 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. 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) SetAliases ¶
func (s *ListAliasesOutput) SetAliases(v []*Alias) *ListAliasesOutput
SetAliases sets the Aliases field's value.
func (*ListAliasesOutput) SetNextToken ¶
func (s *ListAliasesOutput) SetNextToken(v string) *ListAliasesOutput
SetNextToken sets the NextToken field's value.
func (ListAliasesOutput) String ¶
func (s ListAliasesOutput) String() string
String returns the string representation
type ListBuildsInput ¶
type ListBuildsInput struct { // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Build status to filter results by. To retrieve all builds, leave this parameter // empty. // // Possible build statuses include the following: // // * INITIALIZED -- A new build has been defined, but no files have been // uploaded. You cannot create fleets for builds that are in this status. // When a build is successfully created, the build status is set to this // value. // // * READY -- The game build has been successfully uploaded. You can now // create new fleets for this build. // // * FAILED -- The game build upload failed. You cannot create new fleets // for this build. Status *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) SetLimit ¶
func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput
SetLimit sets the Limit field's value.
func (*ListBuildsInput) SetNextToken ¶
func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput
SetNextToken sets the NextToken field's value.
func (*ListBuildsInput) SetStatus ¶
func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput
SetStatus sets the Status field's value.
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 that indicates 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. 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) SetBuilds ¶
func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput
SetBuilds sets the Builds field's value.
func (*ListBuildsOutput) SetNextToken ¶
func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput
SetNextToken sets the NextToken field's value.
func (ListBuildsOutput) String ¶
func (s ListBuildsOutput) String() string
String returns the string representation
type ListFleetsInput ¶
type ListFleetsInput struct { // Unique identifier for a 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. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning 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) SetBuildId ¶
func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput
SetBuildId sets the BuildId field's value.
func (*ListFleetsInput) SetLimit ¶
func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput
SetLimit sets the Limit field's value.
func (*ListFleetsInput) SetNextToken ¶
func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput
SetNextToken sets the NextToken field's value.
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, or DescribeFleetUtilization. FleetIds []*string `min:"1" type:"list"` // Token that indicates 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. 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) SetFleetIds ¶
func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput
SetFleetIds sets the FleetIds field's value.
func (*ListFleetsOutput) SetNextToken ¶
func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput
SetNextToken sets the NextToken field's value.
func (ListFleetsOutput) String ¶
func (s ListFleetsOutput) String() string
String returns the string representation
type MatchedPlayerSession ¶
type MatchedPlayerSession struct { // Unique identifier for a player PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session PlayerSessionId *string `type:"string"` // contains filtered or unexported fields }
Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.
When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.
func (MatchedPlayerSession) GoString ¶
func (s MatchedPlayerSession) GoString() string
GoString returns the string representation
func (*MatchedPlayerSession) SetPlayerId ¶
func (s *MatchedPlayerSession) SetPlayerId(v string) *MatchedPlayerSession
SetPlayerId sets the PlayerId field's value.
func (*MatchedPlayerSession) SetPlayerSessionId ¶
func (s *MatchedPlayerSession) SetPlayerSessionId(v string) *MatchedPlayerSession
SetPlayerSessionId sets the PlayerSessionId field's value.
func (MatchedPlayerSession) String ¶
func (s MatchedPlayerSession) String() string
String returns the string representation
type MatchmakingConfiguration ¶
type MatchmakingConfiguration struct { // Flag that determines whether or not a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. AcceptanceRequired *bool `type:"boolean"` // Length of time (in seconds) to wait for players to accept a proposed match. // If any player rejects the match or fails to accept before the timeout, the // ticket continues to look for an acceptable match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // Number of player slots in a match to keep open for future players. For example, // if the configuration's rule set specifies a match for a single 12-person // team, and the additional player count is set to 2, only 10 players are selected // for the match. AdditionalPlayerCount *int64 `type:"integer"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Information to attached to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` // Descriptive label that is associated with matchmaking configuration. Description *string `min:"1" type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameProperties []*GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameSessionData *string `min:"1" type:"string"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. // These queues are used when placing game sessions for matches that are created // with this matchmaking configuration. Queues can be located in any region. GameSessionQueueArns []*string `type:"list"` // Unique identifier for a matchmaking configuration. This name is used to identify // the configuration associated with a matchmaking request or ticket. Name *string `min:"1" type:"string"` // SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"string"` // Maximum duration, in seconds, that a matchmaking ticket can remain in process // before timing out. Requests that time out can be resubmitted as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` // Unique identifier for a matchmaking rule set to use with this configuration. // A matchmaking configuration can only use rule sets that are defined in the // same region. RuleSetName *string `min:"1" type:"string"` // contains filtered or unexported fields }
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
func (MatchmakingConfiguration) GoString ¶
func (s MatchmakingConfiguration) GoString() string
GoString returns the string representation
func (*MatchmakingConfiguration) SetAcceptanceRequired ¶
func (s *MatchmakingConfiguration) SetAcceptanceRequired(v bool) *MatchmakingConfiguration
SetAcceptanceRequired sets the AcceptanceRequired field's value.
func (*MatchmakingConfiguration) SetAcceptanceTimeoutSeconds ¶
func (s *MatchmakingConfiguration) SetAcceptanceTimeoutSeconds(v int64) *MatchmakingConfiguration
SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.
func (*MatchmakingConfiguration) SetAdditionalPlayerCount ¶
func (s *MatchmakingConfiguration) SetAdditionalPlayerCount(v int64) *MatchmakingConfiguration
SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.
func (*MatchmakingConfiguration) SetCreationTime ¶
func (s *MatchmakingConfiguration) SetCreationTime(v time.Time) *MatchmakingConfiguration
SetCreationTime sets the CreationTime field's value.
func (*MatchmakingConfiguration) SetCustomEventData ¶
func (s *MatchmakingConfiguration) SetCustomEventData(v string) *MatchmakingConfiguration
SetCustomEventData sets the CustomEventData field's value.
func (*MatchmakingConfiguration) SetDescription ¶
func (s *MatchmakingConfiguration) SetDescription(v string) *MatchmakingConfiguration
SetDescription sets the Description field's value.
func (*MatchmakingConfiguration) SetGameProperties ¶
func (s *MatchmakingConfiguration) SetGameProperties(v []*GameProperty) *MatchmakingConfiguration
SetGameProperties sets the GameProperties field's value.
func (*MatchmakingConfiguration) SetGameSessionData ¶
func (s *MatchmakingConfiguration) SetGameSessionData(v string) *MatchmakingConfiguration
SetGameSessionData sets the GameSessionData field's value.
func (*MatchmakingConfiguration) SetGameSessionQueueArns ¶
func (s *MatchmakingConfiguration) SetGameSessionQueueArns(v []*string) *MatchmakingConfiguration
SetGameSessionQueueArns sets the GameSessionQueueArns field's value.
func (*MatchmakingConfiguration) SetName ¶
func (s *MatchmakingConfiguration) SetName(v string) *MatchmakingConfiguration
SetName sets the Name field's value.
func (*MatchmakingConfiguration) SetNotificationTarget ¶
func (s *MatchmakingConfiguration) SetNotificationTarget(v string) *MatchmakingConfiguration
SetNotificationTarget sets the NotificationTarget field's value.
func (*MatchmakingConfiguration) SetRequestTimeoutSeconds ¶
func (s *MatchmakingConfiguration) SetRequestTimeoutSeconds(v int64) *MatchmakingConfiguration
SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.
func (*MatchmakingConfiguration) SetRuleSetName ¶
func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfiguration
SetRuleSetName sets the RuleSetName field's value.
func (MatchmakingConfiguration) String ¶
func (s MatchmakingConfiguration) String() string
String returns the string representation
type MatchmakingRuleSet ¶
type MatchmakingRuleSet struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 // are not allowed in JSON, but most elements support a description field.) // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` // Unique identifier for a matchmaking rule set RuleSetName *string `min:"1" type:"string"` // contains filtered or unexported fields }
Set of rule statements, used with FlexMatch, that determine how to build a certain kind of player match. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.
A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch Rule Set (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-rulesets.html).
Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.
Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.
Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.
Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.
func (MatchmakingRuleSet) GoString ¶
func (s MatchmakingRuleSet) GoString() string
GoString returns the string representation
func (*MatchmakingRuleSet) SetCreationTime ¶
func (s *MatchmakingRuleSet) SetCreationTime(v time.Time) *MatchmakingRuleSet
SetCreationTime sets the CreationTime field's value.
func (*MatchmakingRuleSet) SetRuleSetBody ¶
func (s *MatchmakingRuleSet) SetRuleSetBody(v string) *MatchmakingRuleSet
SetRuleSetBody sets the RuleSetBody field's value.
func (*MatchmakingRuleSet) SetRuleSetName ¶
func (s *MatchmakingRuleSet) SetRuleSetName(v string) *MatchmakingRuleSet
SetRuleSetName sets the RuleSetName field's value.
func (MatchmakingRuleSet) String ¶
func (s MatchmakingRuleSet) String() string
String returns the string representation
type MatchmakingTicket ¶
type MatchmakingTicket struct { // Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking // configurations determine how players are grouped into a match and how a new // game session is created for the match. ConfigurationName *string `min:"1" type:"string"` // Time stamp indicating when this matchmaking request stopped being processed // due to success, failure, or cancellation. Format is a number expressed in // Unix time as milliseconds (for example "1469498468.057"). EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Average amount of time (in seconds) that players are currently waiting for // a match. If there is not enough recent data, this property may be empty. EstimatedWaitTime *int64 `type:"integer"` // Identifier and connection information of the game session created for the // match. This information is added to the ticket only after the matchmaking // request has been successfully completed. GameSessionConnectionInfo *GameSessionConnectionInfo `type:"structure"` // A set of Player objects, each representing a player to find matches for. // Players are identified by a unique player ID and may include latency data // for use during matchmaking. If the ticket is in status COMPLETED, the Player // objects include the team the players were assigned to in the resulting match. Players []*Player `type:"list"` // Time stamp indicating when this matchmaking request was received. Format // is a number expressed in Unix time as milliseconds (for example "1469498468.057"). StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Current status of the matchmaking request. // // * QUEUED -- The matchmaking request has been received and is currently // waiting to be processed. // // * SEARCHING -- The matchmaking request is currently being processed. // // * REQUIRES_ACCEPTANCE -- A match has been proposed and the players must // accept the match (see AcceptMatch). This status is used only with requests // that use a matchmaking configuration with a player acceptance requirement. // // * PLACING -- The FlexMatch engine has matched players and is in the process // of placing a new game session for the match. // // * COMPLETED -- Players have been matched and a game session is ready to // host the players. A ticket in this state contains the necessary connection // information for players. // // * FAILED -- The matchmaking request was not completed. Tickets with players // who fail to accept a proposed match are placed in FAILED status. // // * CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking. // // * TIMED_OUT -- The matchmaking request was not successful within the duration // specified in the matchmaking configuration. // // Matchmaking requests that fail to successfully complete (statuses FAILED, // CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket // IDs. Status *string `type:"string" enum:"MatchmakingConfigurationStatus"` // Additional information about the current status. StatusMessage *string `type:"string"` // Code to explain the current status. For example, a status reason may indicate // when a ticket has returned to SEARCHING status after a proposed match fails // to receive player acceptances. StatusReason *string `type:"string"` // Unique identifier for a matchmaking ticket. TicketId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking. Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.
func (MatchmakingTicket) GoString ¶
func (s MatchmakingTicket) GoString() string
GoString returns the string representation
func (*MatchmakingTicket) SetConfigurationName ¶
func (s *MatchmakingTicket) SetConfigurationName(v string) *MatchmakingTicket
SetConfigurationName sets the ConfigurationName field's value.
func (*MatchmakingTicket) SetEndTime ¶
func (s *MatchmakingTicket) SetEndTime(v time.Time) *MatchmakingTicket
SetEndTime sets the EndTime field's value.
func (*MatchmakingTicket) SetEstimatedWaitTime ¶
func (s *MatchmakingTicket) SetEstimatedWaitTime(v int64) *MatchmakingTicket
SetEstimatedWaitTime sets the EstimatedWaitTime field's value.
func (*MatchmakingTicket) SetGameSessionConnectionInfo ¶
func (s *MatchmakingTicket) SetGameSessionConnectionInfo(v *GameSessionConnectionInfo) *MatchmakingTicket
SetGameSessionConnectionInfo sets the GameSessionConnectionInfo field's value.
func (*MatchmakingTicket) SetPlayers ¶
func (s *MatchmakingTicket) SetPlayers(v []*Player) *MatchmakingTicket
SetPlayers sets the Players field's value.
func (*MatchmakingTicket) SetStartTime ¶
func (s *MatchmakingTicket) SetStartTime(v time.Time) *MatchmakingTicket
SetStartTime sets the StartTime field's value.
func (*MatchmakingTicket) SetStatus ¶
func (s *MatchmakingTicket) SetStatus(v string) *MatchmakingTicket
SetStatus sets the Status field's value.
func (*MatchmakingTicket) SetStatusMessage ¶
func (s *MatchmakingTicket) SetStatusMessage(v string) *MatchmakingTicket
SetStatusMessage sets the StatusMessage field's value.
func (*MatchmakingTicket) SetStatusReason ¶
func (s *MatchmakingTicket) SetStatusReason(v string) *MatchmakingTicket
SetStatusReason sets the StatusReason field's value.
func (*MatchmakingTicket) SetTicketId ¶
func (s *MatchmakingTicket) SetTicketId(v string) *MatchmakingTicket
SetTicketId sets the TicketId field's value.
func (MatchmakingTicket) String ¶
func (s MatchmakingTicket) String() string
String returns the string representation
type PlacedPlayerSession ¶
type PlacedPlayerSession struct { // Unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // contains filtered or unexported fields }
Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.
Player-session-related operations include:
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement
func (PlacedPlayerSession) GoString ¶
func (s PlacedPlayerSession) GoString() string
GoString returns the string representation
func (*PlacedPlayerSession) SetPlayerId ¶
func (s *PlacedPlayerSession) SetPlayerId(v string) *PlacedPlayerSession
SetPlayerId sets the PlayerId field's value.
func (*PlacedPlayerSession) SetPlayerSessionId ¶
func (s *PlacedPlayerSession) SetPlayerSessionId(v string) *PlacedPlayerSession
SetPlayerSessionId sets the PlayerSessionId field's value.
func (PlacedPlayerSession) String ¶
func (s PlacedPlayerSession) String() string
String returns the string representation
type Player ¶
type Player struct { // Set of values, expressed in milliseconds, indicating the amount of latency // that a player experiences when connected to AWS regions. If this property // is present, FlexMatch considers placing the match only in regions for which // latency is reported. // // If a matchmaker has a rule that evaluates player latency, players must report // latency in order to be matched. If no latency is reported in this scenario, // FlexMatch assumes that no regions are available to the player and the ticket // is not matchable. LatencyInMs map[string]*int64 `type:"map"` // Collection of key:value pairs containing player information for use in matchmaking. // Player attribute keys must match the playerAttributes used in a matchmaking // rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": // {"S": "deathmatch"}}. PlayerAttributes map[string]*AttributeValue `type:"map"` // Unique identifier for a player PlayerId *string `min:"1" type:"string"` // Name of the team that the player is assigned to in a match. Team names are // defined in a matchmaking rule set. Team *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.
func (*Player) SetLatencyInMs ¶
SetLatencyInMs sets the LatencyInMs field's value.
func (*Player) SetPlayerAttributes ¶
func (s *Player) SetPlayerAttributes(v map[string]*AttributeValue) *Player
SetPlayerAttributes sets the PlayerAttributes field's value.
func (*Player) SetPlayerId ¶
SetPlayerId sets the PlayerId field's value.
type PlayerLatency ¶
type PlayerLatency struct { // Amount of time that represents the time lag experienced by the player when // connected to the specified region. LatencyInMilliseconds *float64 `type:"float"` // Unique identifier for a player associated with the latency data. PlayerId *string `min:"1" type:"string"` // Name of the region that is associated with the latency value. RegionIdentifier *string `min:"1" type:"string"` // contains filtered or unexported fields }
Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified region. The relative difference between a player's latency values for multiple regions are used to determine which fleets are best suited to place a new game session for the player.
func (PlayerLatency) GoString ¶
func (s PlayerLatency) GoString() string
GoString returns the string representation
func (*PlayerLatency) SetLatencyInMilliseconds ¶
func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency
SetLatencyInMilliseconds sets the LatencyInMilliseconds field's value.
func (*PlayerLatency) SetPlayerId ¶
func (s *PlayerLatency) SetPlayerId(v string) *PlayerLatency
SetPlayerId sets the PlayerId field's value.
func (*PlayerLatency) SetRegionIdentifier ¶
func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency
SetRegionIdentifier sets the RegionIdentifier field's value.
func (PlayerLatency) String ¶
func (s PlayerLatency) String() string
String returns the string representation
func (*PlayerLatency) Validate ¶
func (s *PlayerLatency) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type PlayerLatencyPolicy ¶
type PlayerLatencyPolicy struct { // The maximum latency value that is allowed for any player, in milliseconds. // All policies must have a value set for this property. MaximumIndividualPlayerLatencyMilliseconds *int64 `type:"integer"` // The length of time, in seconds, that the policy is enforced while placing // a new game session. A null value for this property means that the policy // is enforced until the queue times out. PolicyDurationSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed at any destination in a region where a player is reporting latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.
Queue-related operations include:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
func (PlayerLatencyPolicy) GoString ¶
func (s PlayerLatencyPolicy) GoString() string
GoString returns the string representation
func (*PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds ¶
func (s *PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds(v int64) *PlayerLatencyPolicy
SetMaximumIndividualPlayerLatencyMilliseconds sets the MaximumIndividualPlayerLatencyMilliseconds field's value.
func (*PlayerLatencyPolicy) SetPolicyDurationSeconds ¶
func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPolicy
SetPolicyDurationSeconds sets the PolicyDurationSeconds field's value.
func (PlayerLatencyPolicy) String ¶
func (s PlayerLatencyPolicy) String() string
String returns the string representation
type PlayerSession ¶
type PlayerSession struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet that the player's game session is running on. FleetId *string `type:"string"` // Unique identifier for the game session that the player session is connected // to. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // Port number for the game session. To connect to a Amazon GameLift server // process, an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the player session. // // Possible player session statuses include the following: // // * RESERVED -- The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE -- The player has been validated by the server process and is // currently connected. // // * COMPLETED -- The player connection has been dropped. // // * TIMEDOUT -- A player session request was received, but the player did // not connect and/or was not validated within the timeout limit (60 seconds). Status *string `type:"string" enum:"PlayerSessionStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED) or actual player activity in a game session (status ACTIVE). A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated.
When a player disconnects, the player session status changes to COMPLETED. Once the session ends, the player session object is retained for 30 days and then removed.
Player-session-related operations include:
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Game session placements
StartGameSessionPlacement ¶
DescribeGameSessionPlacement ¶
StopGameSessionPlacement
func (PlayerSession) GoString ¶
func (s PlayerSession) GoString() string
GoString returns the string representation
func (*PlayerSession) SetCreationTime ¶
func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession
SetCreationTime sets the CreationTime field's value.
func (*PlayerSession) SetFleetId ¶
func (s *PlayerSession) SetFleetId(v string) *PlayerSession
SetFleetId sets the FleetId field's value.
func (*PlayerSession) SetGameSessionId ¶
func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession
SetGameSessionId sets the GameSessionId field's value.
func (*PlayerSession) SetIpAddress ¶
func (s *PlayerSession) SetIpAddress(v string) *PlayerSession
SetIpAddress sets the IpAddress field's value.
func (*PlayerSession) SetPlayerData ¶
func (s *PlayerSession) SetPlayerData(v string) *PlayerSession
SetPlayerData sets the PlayerData field's value.
func (*PlayerSession) SetPlayerId ¶
func (s *PlayerSession) SetPlayerId(v string) *PlayerSession
SetPlayerId sets the PlayerId field's value.
func (*PlayerSession) SetPlayerSessionId ¶
func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession
SetPlayerSessionId sets the PlayerSessionId field's value.
func (*PlayerSession) SetPort ¶
func (s *PlayerSession) SetPort(v int64) *PlayerSession
SetPort sets the Port field's value.
func (*PlayerSession) SetStatus ¶
func (s *PlayerSession) SetStatus(v string) *PlayerSession
SetStatus sets the Status field's value.
func (*PlayerSession) SetTerminationTime ¶
func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession
SetTerminationTime sets the TerminationTime field's value.
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" 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 identifier for a fleet to apply this policy to. The fleet cannot be // in any of the following statuses: ERROR or DELETING. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Name of the Amazon GameLift-defined metric that is used to trigger a scaling // adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon // GameLift with Amazon CloudWatch (http://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html). // // * ActivatingGameSessions -- Game sessions in the process of being created. // // * ActiveGameSessions -- Game sessions that are currently running. // // * ActiveInstances -- Fleet instances that are currently running at least // one game session. // // * AvailableGameSessions -- Additional game sessions that fleet could host // simultaneously, given current capacity. // // * AvailablePlayerSessions -- Empty player slots in currently active game // sessions. This includes game sessions that are not currently accepting // players. Reserved player slots are not included. // // * CurrentPlayerSessions -- Player slots in active game sessions that are // being used by a player or are reserved for a player. // // * IdleInstances -- Active instances that are currently hosting zero game // sessions. // // * PercentAvailableGameSessions -- Unused percentage of the total number // of game sessions that a fleet could host simultaneously, given current // capacity. Use this metric for a target-based scaling policy. // // * PercentIdleInstances -- Percentage of the total number of active instances // that are hosting zero game sessions. // // * QueueDepth -- Pending game session placement requests, in any queue, // where the current fleet is the top-priority destination. // // * WaitTime -- Current wait time for pending game session placement requests, // in any queue, where the current fleet is the top-priority destination. // // MetricName is a required field MetricName *string `type:"string" required:"true" enum:"MetricName"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. A fleet can have only one scaling policy with the // same name. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Type of scaling policy to create. For a target-based policy, set the parameter // MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. // For a rule-based policy set the following parameters: MetricName, ComparisonOperator, // Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment. PolicyType *string `type:"string" enum:"PolicyType"` // 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; for example, a value of "-10" scales // the fleet down by 10%. ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"` // Object that contains settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration `type:"structure"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` // 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) SetComparisonOperator ¶
func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput
SetComparisonOperator sets the ComparisonOperator field's value.
func (*PutScalingPolicyInput) SetEvaluationPeriods ¶
func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput
SetEvaluationPeriods sets the EvaluationPeriods field's value.
func (*PutScalingPolicyInput) SetFleetId ¶
func (s *PutScalingPolicyInput) SetFleetId(v string) *PutScalingPolicyInput
SetFleetId sets the FleetId field's value.
func (*PutScalingPolicyInput) SetMetricName ¶
func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput
SetMetricName sets the MetricName field's value.
func (*PutScalingPolicyInput) SetName ¶
func (s *PutScalingPolicyInput) SetName(v string) *PutScalingPolicyInput
SetName sets the Name field's value.
func (*PutScalingPolicyInput) SetPolicyType ¶
func (s *PutScalingPolicyInput) SetPolicyType(v string) *PutScalingPolicyInput
SetPolicyType sets the PolicyType field's value.
func (*PutScalingPolicyInput) SetScalingAdjustment ¶
func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput
SetScalingAdjustment sets the ScalingAdjustment field's value.
func (*PutScalingPolicyInput) SetScalingAdjustmentType ¶
func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput
SetScalingAdjustmentType sets the ScalingAdjustmentType field's value.
func (*PutScalingPolicyInput) SetTargetConfiguration ¶
func (s *PutScalingPolicyInput) SetTargetConfiguration(v *TargetConfiguration) *PutScalingPolicyInput
SetTargetConfiguration sets the TargetConfiguration field's value.
func (*PutScalingPolicyInput) SetThreshold ¶
func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput
SetThreshold sets the Threshold field's value.
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 that is associated with a 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) SetName ¶
func (s *PutScalingPolicyOutput) SetName(v string) *PutScalingPolicyOutput
SetName sets the Name field's value.
func (PutScalingPolicyOutput) String ¶
func (s PutScalingPolicyOutput) String() string
String returns the string representation
type RequestUploadCredentialsInput ¶
type RequestUploadCredentialsInput struct { // Unique identifier for a build to get credentials for. // // BuildId is a required field 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) SetBuildId ¶
func (s *RequestUploadCredentialsInput) SetBuildId(v string) *RequestUploadCredentialsInput
SetBuildId sets the BuildId field's value.
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) SetStorageLocation ¶
func (s *RequestUploadCredentialsOutput) SetStorageLocation(v *S3Location) *RequestUploadCredentialsOutput
SetStorageLocation sets the StorageLocation field's value.
func (*RequestUploadCredentialsOutput) SetUploadCredentials ¶
func (s *RequestUploadCredentialsOutput) SetUploadCredentials(v *AwsCredentials) *RequestUploadCredentialsOutput
SetUploadCredentials sets the UploadCredentials field's value.
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 is a required field 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) SetAliasId ¶
func (s *ResolveAliasInput) SetAliasId(v string) *ResolveAliasInput
SetAliasId sets the AliasId field's value.
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 identifier that is 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) SetFleetId ¶
func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput
SetFleetId sets the FleetId field's value.
func (ResolveAliasOutput) String ¶
func (s ResolveAliasOutput) String() string
String returns the string representation
type ResourceCreationLimitPolicy ¶
type ResourceCreationLimitPolicy struct { // Maximum number of game sessions that an individual can create during the // policy period. NewGameSessionsPerCreator *int64 `type:"integer"` // Time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *int64 `type:"integer"` // contains filtered or unexported fields }
Policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".
The policy is evaluated when a player tries to create a new game session. For example, with a policy of 10 new game sessions and a time period of 60 minutes, on receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than 10 game sessions in the past 60 minutes.
func (ResourceCreationLimitPolicy) GoString ¶
func (s ResourceCreationLimitPolicy) GoString() string
GoString returns the string representation
func (*ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator ¶
func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy
SetNewGameSessionsPerCreator sets the NewGameSessionsPerCreator field's value.
func (*ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes ¶
func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy
SetPolicyPeriodInMinutes sets the PolicyPeriodInMinutes field's value.
func (ResourceCreationLimitPolicy) String ¶
func (s ResourceCreationLimitPolicy) String() string
String returns the string representation
type RoutingStrategy ¶
type RoutingStrategy struct { // Unique identifier for a fleet that the alias points to. 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 the following: // // * SIMPLE -- The alias resolves to one specific fleet. Use this type when // routing to active fleets. // // * TERMINAL -- The alias does not resolve to a fleet but instead can be // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. Type *string `type:"string" enum:"RoutingStrategyType"` // contains filtered or unexported fields }
Routing configuration for a fleet alias.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions
func (RoutingStrategy) GoString ¶
func (s RoutingStrategy) GoString() string
GoString returns the string representation
func (*RoutingStrategy) SetFleetId ¶
func (s *RoutingStrategy) SetFleetId(v string) *RoutingStrategy
SetFleetId sets the FleetId field's value.
func (*RoutingStrategy) SetMessage ¶
func (s *RoutingStrategy) SetMessage(v string) *RoutingStrategy
SetMessage sets the Message field's value.
func (*RoutingStrategy) SetType ¶
func (s *RoutingStrategy) SetType(v string) *RoutingStrategy
SetType sets the Type field's value.
func (RoutingStrategy) String ¶
func (s RoutingStrategy) String() string
String returns the string representation
type RuntimeConfiguration ¶
type RuntimeConfiguration struct { // Maximum amount of time (in seconds) that a game session can remain in status // ACTIVATING. If the game session is not active before the timeout, activation // is terminated and the game session status is changed to TERMINATED. GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"` // Maximum number of game sessions with status ACTIVATING to allow on an instance // simultaneously. This setting limits the amount of instance resources that // can be used for new game activations at any one time. MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"` // Collection of server process configurations that describe which server processes // to run on each instance in a fleet. ServerProcesses []*ServerProcess `min:"1" type:"list"` // contains filtered or unexported fields }
A collection of server process configurations that describe what processes to run on each instance in a fleet. All fleets must have a run-time configuration. Each instance in the fleet launches the server processes specified in the run-time configuration and launches new ones as existing processes end. Each instance regularly checks for an updated run-time configuration and follows the new instructions.
The run-time configuration enables the instances in a fleet to run multiple processes simultaneously. Potential scenarios are as follows: (1) Run multiple processes of a single game server executable to maximize usage of your hosting resources. (2) Run one or more processes of different build executables, such as your game server executable and a related program, or two or more different versions of a game server. (3) Run multiple processes of a single game server but with different launch parameters, for example to run one process on each instance in debug mode.
A Amazon GameLift instance is limited to 50 processes running simultaneously. A run-time configuration must specify fewer than this limit. To calculate the total number of processes specified in a run-time configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object in the run-time configuration.
Fleet-related operations include:
CreateFleet
ListFleets
DeleteFleet
Describe fleets:
DescribeFleetAttributes ¶
DescribeFleetCapacity ¶
DescribeFleetPortSettings ¶
DescribeFleetUtilization ¶
DescribeRuntimeConfiguration ¶
DescribeEC2InstanceLimits ¶
DescribeFleetEvents
- Update fleets:
UpdateFleetAttributes ¶
UpdateFleetCapacity ¶
UpdateFleetPortSettings ¶
UpdateRuntimeConfiguration
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions
func (RuntimeConfiguration) GoString ¶
func (s RuntimeConfiguration) GoString() string
GoString returns the string representation
func (*RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds ¶
func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration
SetGameSessionActivationTimeoutSeconds sets the GameSessionActivationTimeoutSeconds field's value.
func (*RuntimeConfiguration) SetMaxConcurrentGameSessionActivations ¶
func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration
SetMaxConcurrentGameSessionActivations sets the MaxConcurrentGameSessionActivations field's value.
func (*RuntimeConfiguration) SetServerProcesses ¶
func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration
SetServerProcesses sets the ServerProcesses field's value.
func (RuntimeConfiguration) String ¶
func (s RuntimeConfiguration) String() string
String returns the string representation
func (*RuntimeConfiguration) Validate ¶
func (s *RuntimeConfiguration) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type S3Location ¶
type S3Location struct { // Amazon S3 bucket identifier. This is the name of your S3 bucket. Bucket *string `min:"1" type:"string"` // Name of the zip file containing your build files. Key *string `min:"1" type:"string"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // for the access role that allows Amazon GameLift to access your S3 bucket. RoleArn *string `min:"1" type:"string"` // contains filtered or unexported fields }
Location in Amazon Simple Storage Service (Amazon S3) where build files can be stored for access by Amazon GameLift. This location is specified in a CreateBuild request. For more details, see the Create a Build with Files in Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build).
func (S3Location) GoString ¶
func (s S3Location) GoString() string
GoString returns the string representation
func (*S3Location) SetBucket ¶
func (s *S3Location) SetBucket(v string) *S3Location
SetBucket sets the Bucket field's value.
func (*S3Location) SetKey ¶
func (s *S3Location) SetKey(v string) *S3Location
SetKey sets the Key field's value.
func (*S3Location) SetRoleArn ¶
func (s *S3Location) SetRoleArn(v string) *S3Location
SetRoleArn sets the RoleArn field's value.
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 identifier for a fleet that is associated with this scaling policy. FleetId *string `type:"string"` // Name of the Amazon GameLift-defined metric that is used to trigger a scaling // adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon // GameLift with Amazon CloudWatch (http://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html). // // * ActivatingGameSessions -- Game sessions in the process of being created. // // * ActiveGameSessions -- Game sessions that are currently running. // // * ActiveInstances -- Fleet instances that are currently running at least // one game session. // // * AvailableGameSessions -- Additional game sessions that fleet could host // simultaneously, given current capacity. // // * AvailablePlayerSessions -- Empty player slots in currently active game // sessions. This includes game sessions that are not currently accepting // players. Reserved player slots are not included. // // * CurrentPlayerSessions -- Player slots in active game sessions that are // being used by a player or are reserved for a player. // // * IdleInstances -- Active instances that are currently hosting zero game // sessions. // // * PercentAvailableGameSessions -- Unused percentage of the total number // of game sessions that a fleet could host simultaneously, given current // capacity. Use this metric for a target-based scaling policy. // // * PercentIdleInstances -- Percentage of the total number of active instances // that are hosting zero game sessions. // // * QueueDepth -- Pending game session placement requests, in any queue, // where the current fleet is the top-priority destination. // // * WaitTime -- Current wait time for pending game session placement requests, // in any queue, where the current fleet is the top-priority destination. MetricName *string `type:"string" enum:"MetricName"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. Name *string `min:"1" type:"string"` // Type of scaling policy to create. For a target-based policy, set the parameter // MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. // For a rule-based policy set the following parameters: MetricName, ComparisonOperator, // Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment. PolicyType *string `type:"string" enum:"PolicyType"` // 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 can be in force // only when in an ACTIVE status. Scaling policies can be suspended for individual // fleets (see StopFleetActions; if suspended for a fleet, the policy status // does not change. View a fleet's stopped actions by calling DescribeFleetCapacity. // // * ACTIVE -- The scaling policy can be used for auto-scaling a fleet. // // * UPDATE_REQUESTED -- A request to update the scaling policy has been // received. // // * UPDATING -- A change is being made to the scaling policy. // // * DELETE_REQUESTED -- A request to delete the scaling policy has been // received. // // * DELETING -- The scaling policy is being deleted. // // * DELETED -- The scaling policy has been deleted. // // * ERROR -- An error occurred in creating the policy. It should be removed // and recreated. Status *string `type:"string" enum:"ScalingStatusType"` // Object that contains settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration `type:"structure"` // 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.
Operations related to fleet capacity scaling include:
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies:
PutScalingPolicy (auto-scaling)
DescribeScalingPolicies (auto-scaling)
DeleteScalingPolicy (auto-scaling)
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions
func (ScalingPolicy) GoString ¶
func (s ScalingPolicy) GoString() string
GoString returns the string representation
func (*ScalingPolicy) SetComparisonOperator ¶
func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy
SetComparisonOperator sets the ComparisonOperator field's value.
func (*ScalingPolicy) SetEvaluationPeriods ¶
func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy
SetEvaluationPeriods sets the EvaluationPeriods field's value.
func (*ScalingPolicy) SetFleetId ¶
func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy
SetFleetId sets the FleetId field's value.
func (*ScalingPolicy) SetMetricName ¶
func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy
SetMetricName sets the MetricName field's value.
func (*ScalingPolicy) SetName ¶
func (s *ScalingPolicy) SetName(v string) *ScalingPolicy
SetName sets the Name field's value.
func (*ScalingPolicy) SetPolicyType ¶
func (s *ScalingPolicy) SetPolicyType(v string) *ScalingPolicy
SetPolicyType sets the PolicyType field's value.
func (*ScalingPolicy) SetScalingAdjustment ¶
func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy
SetScalingAdjustment sets the ScalingAdjustment field's value.
func (*ScalingPolicy) SetScalingAdjustmentType ¶
func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy
SetScalingAdjustmentType sets the ScalingAdjustmentType field's value.
func (*ScalingPolicy) SetStatus ¶
func (s *ScalingPolicy) SetStatus(v string) *ScalingPolicy
SetStatus sets the Status field's value.
func (*ScalingPolicy) SetTargetConfiguration ¶
func (s *ScalingPolicy) SetTargetConfiguration(v *TargetConfiguration) *ScalingPolicy
SetTargetConfiguration sets the TargetConfiguration field's value.
func (*ScalingPolicy) SetThreshold ¶
func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy
SetThreshold sets the Threshold field's value.
func (ScalingPolicy) String ¶
func (s ScalingPolicy) String() string
String returns the string representation
type SearchGameSessionsInput ¶
type SearchGameSessionsInput struct { // Unique identifier for an alias associated with the fleet to search for active // game sessions. Each request must reference either a fleet ID or alias ID, // but not both. AliasId *string `type:"string"` // String containing the search criteria for the session search. If no filter // expression is included, the request returns results for all game sessions // in the fleet that are in ACTIVE status. // // A filter expression can contain one or multiple conditions. Each condition // consists of the following: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, // playerSessionCount, hasAvailablePlayerSessions. // // * Comparator -- Valid comparators are: =, <>, <, >, <=, >=. // // * Value -- Value to be searched for. Values may be numbers, boolean values // (true/false) or strings depending on the operand. String values are case // sensitive and must be enclosed in single quotes. Special characters must // be escaped. Boolean and string values can only be used with the comparators // = and <>. For example, the following filter expression searches on gameSessionName: // "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'". // // To chain multiple conditions in a single expression, use the logical keywords // AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT // z, NOT (x OR y). // // Session search evaluates conditions from left to right using the following // precedence rules: // // =, <>, <, >, <=, >= // // Parentheses // // NOT // // AND // // OR // // For example, this filter expression retrieves game sessions hosting at least // ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true". FilterExpression *string `min:"1" type:"string"` // Unique identifier for a fleet to search for active game sessions. Each request // must reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. The maximum number of results returned // is 20, even if this value is not set or is set higher than 20. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Instructions on how to sort the search results. If no sort expression is // included, the request returns results in random order. A sort expression // consists of the following elements: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, // playerSessionCount, hasAvailablePlayerSessions. // // * Order -- Valid sort orders are ASC (ascending) and DESC (descending). // // For example, this sort expression returns the oldest active sessions first: // "SortExpression": "creationTimeMillis ASC". Results with a null value for // the sort operand are returned at the end of the list. SortExpression *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (SearchGameSessionsInput) GoString ¶
func (s SearchGameSessionsInput) GoString() string
GoString returns the string representation
func (*SearchGameSessionsInput) SetAliasId ¶
func (s *SearchGameSessionsInput) SetAliasId(v string) *SearchGameSessionsInput
SetAliasId sets the AliasId field's value.
func (*SearchGameSessionsInput) SetFilterExpression ¶
func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput
SetFilterExpression sets the FilterExpression field's value.
func (*SearchGameSessionsInput) SetFleetId ¶
func (s *SearchGameSessionsInput) SetFleetId(v string) *SearchGameSessionsInput
SetFleetId sets the FleetId field's value.
func (*SearchGameSessionsInput) SetLimit ¶
func (s *SearchGameSessionsInput) SetLimit(v int64) *SearchGameSessionsInput
SetLimit sets the Limit field's value.
func (*SearchGameSessionsInput) SetNextToken ¶
func (s *SearchGameSessionsInput) SetNextToken(v string) *SearchGameSessionsInput
SetNextToken sets the NextToken field's value.
func (*SearchGameSessionsInput) SetSortExpression ¶
func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput
SetSortExpression sets the SortExpression field's value.
func (SearchGameSessionsInput) String ¶
func (s SearchGameSessionsInput) String() string
String returns the string representation
func (*SearchGameSessionsInput) Validate ¶
func (s *SearchGameSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type SearchGameSessionsOutput ¶
type SearchGameSessionsOutput struct { // Collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token that indicates 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. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (SearchGameSessionsOutput) GoString ¶
func (s SearchGameSessionsOutput) GoString() string
GoString returns the string representation
func (*SearchGameSessionsOutput) SetGameSessions ¶
func (s *SearchGameSessionsOutput) SetGameSessions(v []*GameSession) *SearchGameSessionsOutput
SetGameSessions sets the GameSessions field's value.
func (*SearchGameSessionsOutput) SetNextToken ¶
func (s *SearchGameSessionsOutput) SetNextToken(v string) *SearchGameSessionsOutput
SetNextToken sets the NextToken field's value.
func (SearchGameSessionsOutput) String ¶
func (s SearchGameSessionsOutput) String() string
String returns the string representation
type ServerProcess ¶
type ServerProcess struct { // Number of server processes using this configuration to run concurrently on // an instance. // // ConcurrentExecutions is a required field ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` // Location of the server executable in a game build. All game builds are installed // on instances at the root : for Windows instances C:\game, and for Linux instances // /local/game. A Windows game build with an executable file located at MyGame\latest\server.exe // must have a launch path of "C:\game\MyGame\latest\server.exe". A Linux game // build with an executable file located at MyGame/latest/server.exe must have // a launch path of "/local/game/MyGame/latest/server.exe". // // LaunchPath is a required field LaunchPath *string `min:"1" type:"string" required:"true"` // Optional list of parameters to pass to the server executable on launch. Parameters *string `min:"1" type:"string"` // contains filtered or unexported fields }
A set of instructions for launching server processes on each instance in a fleet. Each instruction set identifies the location of the server executable, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's RuntimeConfiguration.
func (ServerProcess) GoString ¶
func (s ServerProcess) GoString() string
GoString returns the string representation
func (*ServerProcess) SetConcurrentExecutions ¶
func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess
SetConcurrentExecutions sets the ConcurrentExecutions field's value.
func (*ServerProcess) SetLaunchPath ¶
func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess
SetLaunchPath sets the LaunchPath field's value.
func (*ServerProcess) SetParameters ¶
func (s *ServerProcess) SetParameters(v string) *ServerProcess
SetParameters sets the Parameters field's value.
func (ServerProcess) String ¶
func (s ServerProcess) String() string
String returns the string representation
func (*ServerProcess) Validate ¶
func (s *ServerProcess) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartFleetActionsInput ¶
type StartFleetActionsInput struct { // List of actions to restart on the fleet. // // Actions is a required field Actions []*string `min:"1" type:"list" required:"true"` // Unique identifier for a fleet // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
func (StartFleetActionsInput) GoString ¶
func (s StartFleetActionsInput) GoString() string
GoString returns the string representation
func (*StartFleetActionsInput) SetActions ¶
func (s *StartFleetActionsInput) SetActions(v []*string) *StartFleetActionsInput
SetActions sets the Actions field's value.
func (*StartFleetActionsInput) SetFleetId ¶
func (s *StartFleetActionsInput) SetFleetId(v string) *StartFleetActionsInput
SetFleetId sets the FleetId field's value.
func (StartFleetActionsInput) String ¶
func (s StartFleetActionsInput) String() string
String returns the string representation
func (*StartFleetActionsInput) Validate ¶
func (s *StartFleetActionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartFleetActionsOutput ¶
type StartFleetActionsOutput struct {
// contains filtered or unexported fields
}
func (StartFleetActionsOutput) GoString ¶
func (s StartFleetActionsOutput) GoString() string
GoString returns the string representation
func (StartFleetActionsOutput) String ¶
func (s StartFleetActionsOutput) String() string
String returns the string representation
type StartGameSessionPlacementInput ¶
type StartGameSessionPlacementInput struct { // Set of information on each player to create a player session for. DesiredPlayerSessions []*DesiredPlayerSession `type:"list"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. GameSessionName *string `min:"1" type:"string"` // Name of the queue to use to place the new game session. // // GameSessionQueueName is a required field GameSessionQueueName *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // Unique identifier to assign to the new game session placement. This value // is developer-defined. The value must be unique across all regions and cannot // be reused unless you are resubmitting a canceled or timed-out placement request. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` // Set of values, expressed in milliseconds, indicating the amount of latency // that a player experiences when connected to AWS regions. This information // is used to try to place the new game session where it can offer the best // possible gameplay experience for the players. PlayerLatencies []*PlayerLatency `type:"list"` // contains filtered or unexported fields }
Represents the input for a request action.
func (StartGameSessionPlacementInput) GoString ¶
func (s StartGameSessionPlacementInput) GoString() string
GoString returns the string representation
func (*StartGameSessionPlacementInput) SetDesiredPlayerSessions ¶
func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput
SetDesiredPlayerSessions sets the DesiredPlayerSessions field's value.
func (*StartGameSessionPlacementInput) SetGameProperties ¶
func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput
SetGameProperties sets the GameProperties field's value.
func (*StartGameSessionPlacementInput) SetGameSessionData ¶
func (s *StartGameSessionPlacementInput) SetGameSessionData(v string) *StartGameSessionPlacementInput
SetGameSessionData sets the GameSessionData field's value.
func (*StartGameSessionPlacementInput) SetGameSessionName ¶
func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput
SetGameSessionName sets the GameSessionName field's value.
func (*StartGameSessionPlacementInput) SetGameSessionQueueName ¶
func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput
SetGameSessionQueueName sets the GameSessionQueueName field's value.
func (*StartGameSessionPlacementInput) SetMaximumPlayerSessionCount ¶
func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (*StartGameSessionPlacementInput) SetPlacementId ¶
func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput
SetPlacementId sets the PlacementId field's value.
func (*StartGameSessionPlacementInput) SetPlayerLatencies ¶
func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput
SetPlayerLatencies sets the PlayerLatencies field's value.
func (StartGameSessionPlacementInput) String ¶
func (s StartGameSessionPlacementInput) String() string
String returns the string representation
func (*StartGameSessionPlacementInput) Validate ¶
func (s *StartGameSessionPlacementInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartGameSessionPlacementOutput ¶
type StartGameSessionPlacementOutput struct { // Object that describes the newly created game session placement. This object // includes all the information provided in the request, as well as start/end // time stamps and placement status. GameSessionPlacement *GameSessionPlacement `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (StartGameSessionPlacementOutput) GoString ¶
func (s StartGameSessionPlacementOutput) GoString() string
GoString returns the string representation
func (*StartGameSessionPlacementOutput) SetGameSessionPlacement ¶
func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StartGameSessionPlacementOutput
SetGameSessionPlacement sets the GameSessionPlacement field's value.
func (StartGameSessionPlacementOutput) String ¶
func (s StartGameSessionPlacementOutput) String() string
String returns the string representation
type StartMatchBackfillInput ¶
type StartMatchBackfillInput struct { // Name of the matchmaker to use for this request. The name of the matchmaker // that was used with the original game session is listed in the GameSession // object, MatchmakerData property. This property contains a matchmaking configuration // ARN value, which includes the matchmaker name. (In the ARN value "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-4v4", // the matchmaking configuration name is "MM-4v4".) Use only the name for this // parameter. // // ConfigurationName is a required field ConfigurationName *string `min:"1" type:"string" required:"true"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session and uniquely identifies it. // // GameSessionArn is a required field GameSessionArn *string `min:"1" type:"string" required:"true"` // Match information on all players that are currently assigned to the game // session. This information is used by the matchmaker to find new players and // add them to the existing game. // // * PlayerID, PlayerAttributes, Team -\\- This information is maintained // in the GameSession object, MatchmakerData property, for all players who // are currently assigned to the game session. The matchmaker data is in // JSON syntax, formatted as a string. For more details, see Match Data // (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data). // // // * LatencyInMs -\\- If the matchmaker uses player latency, include a latency // value, in milliseconds, for the region that the game session is currently // in. Do not include latency values for any other region. // // Players is a required field Players []*Player `type:"list" required:"true"` // Unique identifier for a matchmaking ticket. If no ticket ID is specified // here, Amazon GameLift will generate one in the form of a UUID. Use this identifier // to track the match backfill ticket status and retrieve match results. TicketId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (StartMatchBackfillInput) GoString ¶
func (s StartMatchBackfillInput) GoString() string
GoString returns the string representation
func (*StartMatchBackfillInput) SetConfigurationName ¶
func (s *StartMatchBackfillInput) SetConfigurationName(v string) *StartMatchBackfillInput
SetConfigurationName sets the ConfigurationName field's value.
func (*StartMatchBackfillInput) SetGameSessionArn ¶
func (s *StartMatchBackfillInput) SetGameSessionArn(v string) *StartMatchBackfillInput
SetGameSessionArn sets the GameSessionArn field's value.
func (*StartMatchBackfillInput) SetPlayers ¶
func (s *StartMatchBackfillInput) SetPlayers(v []*Player) *StartMatchBackfillInput
SetPlayers sets the Players field's value.
func (*StartMatchBackfillInput) SetTicketId ¶
func (s *StartMatchBackfillInput) SetTicketId(v string) *StartMatchBackfillInput
SetTicketId sets the TicketId field's value.
func (StartMatchBackfillInput) String ¶
func (s StartMatchBackfillInput) String() string
String returns the string representation
func (*StartMatchBackfillInput) Validate ¶
func (s *StartMatchBackfillInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartMatchBackfillOutput ¶
type StartMatchBackfillOutput struct { // Ticket representing the backfill matchmaking request. This object includes // the information in the request, ticket status, and match results as generated // during the matchmaking process. MatchmakingTicket *MatchmakingTicket `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (StartMatchBackfillOutput) GoString ¶
func (s StartMatchBackfillOutput) GoString() string
GoString returns the string representation
func (*StartMatchBackfillOutput) SetMatchmakingTicket ¶
func (s *StartMatchBackfillOutput) SetMatchmakingTicket(v *MatchmakingTicket) *StartMatchBackfillOutput
SetMatchmakingTicket sets the MatchmakingTicket field's value.
func (StartMatchBackfillOutput) String ¶
func (s StartMatchBackfillOutput) String() string
String returns the string representation
type StartMatchmakingInput ¶
type StartMatchmakingInput struct { // Name of the matchmaking configuration to use for this request. Matchmaking // configurations must exist in the same region as this request. // // ConfigurationName is a required field ConfigurationName *string `min:"1" type:"string" required:"true"` // Information on each player to be matched. This information must include a // player ID, and may contain player attributes and latency data to be used // in the matchmaking process. After a successful match, Player objects contain // the name of the team the player is assigned to. // // Players is a required field Players []*Player `type:"list" required:"true"` // Unique identifier for a matchmaking ticket. If no ticket ID is specified // here, Amazon GameLift will generate one in the form of a UUID. Use this identifier // to track the matchmaking ticket status and retrieve match results. TicketId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (StartMatchmakingInput) GoString ¶
func (s StartMatchmakingInput) GoString() string
GoString returns the string representation
func (*StartMatchmakingInput) SetConfigurationName ¶
func (s *StartMatchmakingInput) SetConfigurationName(v string) *StartMatchmakingInput
SetConfigurationName sets the ConfigurationName field's value.
func (*StartMatchmakingInput) SetPlayers ¶
func (s *StartMatchmakingInput) SetPlayers(v []*Player) *StartMatchmakingInput
SetPlayers sets the Players field's value.
func (*StartMatchmakingInput) SetTicketId ¶
func (s *StartMatchmakingInput) SetTicketId(v string) *StartMatchmakingInput
SetTicketId sets the TicketId field's value.
func (StartMatchmakingInput) String ¶
func (s StartMatchmakingInput) String() string
String returns the string representation
func (*StartMatchmakingInput) Validate ¶
func (s *StartMatchmakingInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartMatchmakingOutput ¶
type StartMatchmakingOutput struct { // Ticket representing the matchmaking request. This object include the information // included in the request, ticket status, and match results as generated during // the matchmaking process. MatchmakingTicket *MatchmakingTicket `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (StartMatchmakingOutput) GoString ¶
func (s StartMatchmakingOutput) GoString() string
GoString returns the string representation
func (*StartMatchmakingOutput) SetMatchmakingTicket ¶
func (s *StartMatchmakingOutput) SetMatchmakingTicket(v *MatchmakingTicket) *StartMatchmakingOutput
SetMatchmakingTicket sets the MatchmakingTicket field's value.
func (StartMatchmakingOutput) String ¶
func (s StartMatchmakingOutput) String() string
String returns the string representation
type StopFleetActionsInput ¶
type StopFleetActionsInput struct { // List of actions to suspend on the fleet. // // Actions is a required field Actions []*string `min:"1" type:"list" required:"true"` // Unique identifier for a fleet // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
func (StopFleetActionsInput) GoString ¶
func (s StopFleetActionsInput) GoString() string
GoString returns the string representation
func (*StopFleetActionsInput) SetActions ¶
func (s *StopFleetActionsInput) SetActions(v []*string) *StopFleetActionsInput
SetActions sets the Actions field's value.
func (*StopFleetActionsInput) SetFleetId ¶
func (s *StopFleetActionsInput) SetFleetId(v string) *StopFleetActionsInput
SetFleetId sets the FleetId field's value.
func (StopFleetActionsInput) String ¶
func (s StopFleetActionsInput) String() string
String returns the string representation
func (*StopFleetActionsInput) Validate ¶
func (s *StopFleetActionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StopFleetActionsOutput ¶
type StopFleetActionsOutput struct {
// contains filtered or unexported fields
}
func (StopFleetActionsOutput) GoString ¶
func (s StopFleetActionsOutput) GoString() string
GoString returns the string representation
func (StopFleetActionsOutput) String ¶
func (s StopFleetActionsOutput) String() string
String returns the string representation
type StopGameSessionPlacementInput ¶
type StopGameSessionPlacementInput struct { // Unique identifier for a game session placement to cancel. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (StopGameSessionPlacementInput) GoString ¶
func (s StopGameSessionPlacementInput) GoString() string
GoString returns the string representation
func (*StopGameSessionPlacementInput) SetPlacementId ¶
func (s *StopGameSessionPlacementInput) SetPlacementId(v string) *StopGameSessionPlacementInput
SetPlacementId sets the PlacementId field's value.
func (StopGameSessionPlacementInput) String ¶
func (s StopGameSessionPlacementInput) String() string
String returns the string representation
func (*StopGameSessionPlacementInput) Validate ¶
func (s *StopGameSessionPlacementInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StopGameSessionPlacementOutput ¶
type StopGameSessionPlacementOutput struct { // Object that describes the canceled game session placement, with CANCELLED // status and an end time stamp. GameSessionPlacement *GameSessionPlacement `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (StopGameSessionPlacementOutput) GoString ¶
func (s StopGameSessionPlacementOutput) GoString() string
GoString returns the string representation
func (*StopGameSessionPlacementOutput) SetGameSessionPlacement ¶
func (s *StopGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StopGameSessionPlacementOutput
SetGameSessionPlacement sets the GameSessionPlacement field's value.
func (StopGameSessionPlacementOutput) String ¶
func (s StopGameSessionPlacementOutput) String() string
String returns the string representation
type StopMatchmakingInput ¶
type StopMatchmakingInput struct { // Unique identifier for a matchmaking ticket. // // TicketId is a required field TicketId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (StopMatchmakingInput) GoString ¶
func (s StopMatchmakingInput) GoString() string
GoString returns the string representation
func (*StopMatchmakingInput) SetTicketId ¶
func (s *StopMatchmakingInput) SetTicketId(v string) *StopMatchmakingInput
SetTicketId sets the TicketId field's value.
func (StopMatchmakingInput) String ¶
func (s StopMatchmakingInput) String() string
String returns the string representation
func (*StopMatchmakingInput) Validate ¶
func (s *StopMatchmakingInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StopMatchmakingOutput ¶
type StopMatchmakingOutput struct {
// contains filtered or unexported fields
}
func (StopMatchmakingOutput) GoString ¶
func (s StopMatchmakingOutput) GoString() string
GoString returns the string representation
func (StopMatchmakingOutput) String ¶
func (s StopMatchmakingOutput) String() string
String returns the string representation
type TargetConfiguration ¶
type TargetConfiguration struct { // Desired value to use with a target-based scaling policy. The value must be // relevant for whatever metric the scaling policy is using. For example, in // a policy using the metric PercentAvailableGameSessions, the target value // should be the preferred size of the fleet's buffer (the percent of capacity // that should be idle and ready for new game sessions). // // TargetValue is a required field TargetValue *float64 `type:"double" required:"true"` // contains filtered or unexported fields }
Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.
Operations related to fleet capacity scaling include:
DescribeFleetCapacity
UpdateFleetCapacity
DescribeEC2InstanceLimits
Manage scaling policies:
PutScalingPolicy (auto-scaling)
DescribeScalingPolicies (auto-scaling)
DeleteScalingPolicy (auto-scaling)
- Manage fleet actions:
StartFleetActions ¶
StopFleetActions
func (TargetConfiguration) GoString ¶
func (s TargetConfiguration) GoString() string
GoString returns the string representation
func (*TargetConfiguration) SetTargetValue ¶
func (s *TargetConfiguration) SetTargetValue(v float64) *TargetConfiguration
SetTargetValue sets the TargetValue field's value.
func (TargetConfiguration) String ¶
func (s TargetConfiguration) String() string
String returns the string representation
func (*TargetConfiguration) Validate ¶
func (s *TargetConfiguration) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateAliasInput ¶
type UpdateAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to update. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Object that specifies 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) SetAliasId ¶
func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput
SetAliasId sets the AliasId field's value.
func (*UpdateAliasInput) SetDescription ¶
func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput
SetDescription sets the Description field's value.
func (*UpdateAliasInput) SetName ¶
func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput
SetName sets the Name field's value.
func (*UpdateAliasInput) SetRoutingStrategy ¶
func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput
SetRoutingStrategy sets the RoutingStrategy field's value.
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 that contains 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) SetAlias ¶
func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput
SetAlias sets the Alias field's value.
func (UpdateAliasOutput) String ¶
func (s UpdateAliasOutput) String() string
String returns the string representation
type UpdateBuildInput ¶
type UpdateBuildInput struct { // Unique identifier for a build to update. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Descriptive label that is associated with a build. Build names do not need // to be unique. Name *string `min:"1" type:"string"` // Version that is associated with this build. Version strings do not need to // be unique. 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) SetBuildId ¶
func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput
SetBuildId sets the BuildId field's value.
func (*UpdateBuildInput) SetName ¶
func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput
SetName sets the Name field's value.
func (*UpdateBuildInput) SetVersion ¶
func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput
SetVersion sets the Version field's value.
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 that contains 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) SetBuild ¶
func (s *UpdateBuildOutput) SetBuild(v *Build) *UpdateBuildOutput
SetBuild sets the Build field's value.
func (UpdateBuildOutput) String ¶
func (s UpdateBuildOutput) String() string
String returns the string representation
type UpdateFleetAttributesInput ¶
type UpdateFleetAttributesInput struct { // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Unique identifier for a fleet to update attribute metadata for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Names of metric groups to include this fleet in. Amazon CloudWatch uses a // fleet metric group is to aggregate metrics from multiple fleets. Use an existing // metric group name to add this fleet to the group. Or use a new name to create // a new metric group. A fleet can only be included in one metric group at a // time. MetricGroups []*string `type:"list"` // Descriptive label that is associated with a 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 are not 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"` // Policy that limits the number of game sessions an individual player can create // over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // 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) SetDescription ¶
func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput
SetDescription sets the Description field's value.
func (*UpdateFleetAttributesInput) SetFleetId ¶
func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput
SetFleetId sets the FleetId field's value.
func (*UpdateFleetAttributesInput) SetMetricGroups ¶
func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput
SetMetricGroups sets the MetricGroups field's value.
func (*UpdateFleetAttributesInput) SetName ¶
func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput
SetName sets the Name field's value.
func (*UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy ¶
func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput
SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
func (*UpdateFleetAttributesInput) SetResourceCreationLimitPolicy ¶
func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput
SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
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 a fleet that was updated. 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) SetFleetId ¶
func (s *UpdateFleetAttributesOutput) SetFleetId(v string) *UpdateFleetAttributesOutput
SetFleetId sets the FleetId field's value.
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 a fleet to update capacity for. // // FleetId is a required field 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) SetDesiredInstances ¶
func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput
SetDesiredInstances sets the DesiredInstances field's value.
func (*UpdateFleetCapacityInput) SetFleetId ¶
func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInput
SetFleetId sets the FleetId field's value.
func (*UpdateFleetCapacityInput) SetMaxSize ¶
func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput
SetMaxSize sets the MaxSize field's value.
func (*UpdateFleetCapacityInput) SetMinSize ¶
func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput
SetMinSize sets the MinSize field's value.
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 a fleet that was updated. 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) SetFleetId ¶
func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOutput
SetFleetId sets the FleetId field's value.
func (UpdateFleetCapacityOutput) String ¶
func (s UpdateFleetCapacityOutput) String() string
String returns the string representation
type UpdateFleetPortSettingsInput ¶
type UpdateFleetPortSettingsInput struct { // Unique identifier for a fleet to update port settings for. // // FleetId is a required field 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) SetFleetId ¶
func (s *UpdateFleetPortSettingsInput) SetFleetId(v string) *UpdateFleetPortSettingsInput
SetFleetId sets the FleetId field's value.
func (*UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations ¶
func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput
SetInboundPermissionAuthorizations sets the InboundPermissionAuthorizations field's value.
func (*UpdateFleetPortSettingsInput) SetInboundPermissionRevocations ¶
func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput
SetInboundPermissionRevocations sets the InboundPermissionRevocations field's value.
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 a fleet that was updated. 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) SetFleetId ¶
func (s *UpdateFleetPortSettingsOutput) SetFleetId(v string) *UpdateFleetPortSettingsOutput
SetFleetId sets the FleetId field's value.
func (UpdateFleetPortSettingsOutput) String ¶
func (s UpdateFleetPortSettingsOutput) String() string
String returns the string representation
type UpdateGameSessionInput ¶
type UpdateGameSessionInput struct { // Unique identifier for the game session to update. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label that is associated with a 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) SetGameSessionId ¶
func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput
SetGameSessionId sets the GameSessionId field's value.
func (*UpdateGameSessionInput) SetMaximumPlayerSessionCount ¶
func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (*UpdateGameSessionInput) SetName ¶
func (s *UpdateGameSessionInput) SetName(v string) *UpdateGameSessionInput
SetName sets the Name field's value.
func (*UpdateGameSessionInput) SetPlayerSessionCreationPolicy ¶
func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput
SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value.
func (*UpdateGameSessionInput) SetProtectionPolicy ¶
func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput
SetProtectionPolicy sets the ProtectionPolicy field's value.
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 that contains 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) SetGameSession ¶
func (s *UpdateGameSessionOutput) SetGameSession(v *GameSession) *UpdateGameSessionOutput
SetGameSession sets the GameSession field's value.
func (UpdateGameSessionOutput) String ¶
func (s UpdateGameSessionOutput) String() string
String returns the string representation
type UpdateGameSessionQueueInput ¶
type UpdateGameSessionQueueInput struct { // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. When updating this // list, provide a complete list of destinations. Destinations []*GameSessionQueueDestination `type:"list"` // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. When updating policies, provide a complete // collection of policies. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateGameSessionQueueInput) GoString ¶
func (s UpdateGameSessionQueueInput) GoString() string
GoString returns the string representation
func (*UpdateGameSessionQueueInput) SetDestinations ¶
func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput
SetDestinations sets the Destinations field's value.
func (*UpdateGameSessionQueueInput) SetName ¶
func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput
SetName sets the Name field's value.
func (*UpdateGameSessionQueueInput) SetPlayerLatencyPolicies ¶
func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput
SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.
func (*UpdateGameSessionQueueInput) SetTimeoutInSeconds ¶
func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput
SetTimeoutInSeconds sets the TimeoutInSeconds field's value.
func (UpdateGameSessionQueueInput) String ¶
func (s UpdateGameSessionQueueInput) String() string
String returns the string representation
func (*UpdateGameSessionQueueInput) Validate ¶
func (s *UpdateGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateGameSessionQueueOutput ¶
type UpdateGameSessionQueueOutput struct { // Object that describes the newly updated game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateGameSessionQueueOutput) GoString ¶
func (s UpdateGameSessionQueueOutput) GoString() string
GoString returns the string representation
func (*UpdateGameSessionQueueOutput) SetGameSessionQueue ¶
func (s *UpdateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *UpdateGameSessionQueueOutput
SetGameSessionQueue sets the GameSessionQueue field's value.
func (UpdateGameSessionQueueOutput) String ¶
func (s UpdateGameSessionQueueOutput) String() string
String returns the string representation
type UpdateMatchmakingConfigurationInput ¶
type UpdateMatchmakingConfigurationInput struct { // Flag that determines whether or not a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. AcceptanceRequired *bool `type:"boolean"` // Length of time (in seconds) to wait for players to accept a proposed match. // If any player rejects the match or fails to accept before the timeout, the // ticket continues to look for an acceptable match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // Number of player slots in a match to keep open for future players. For example, // if the configuration's rule set specifies a match for a single 12-person // team, and the additional player count is set to 2, only 10 players are selected // for the match. AdditionalPlayerCount *int64 `type:"integer"` // Information to attached to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` // Descriptive label that is associated with matchmaking configuration. Description *string `min:"1" type:"string"` // Set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameProperties []*GameProperty `type:"list"` // Set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. GameSessionData *string `min:"1" type:"string"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. // These queues are used when placing game sessions for matches that are created // with this matchmaking configuration. Queues can be located in any region. GameSessionQueueArns []*string `type:"list"` // Unique identifier for a matchmaking configuration to update. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // SNS topic ARN that is set up to receive matchmaking notifications. See Setting // up Notifications for Matchmaking (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html) // for more information. NotificationTarget *string `type:"string"` // Maximum duration, in seconds, that a matchmaking ticket can remain in process // before timing out. Requests that time out can be resubmitted as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` // Unique identifier for a matchmaking rule set to use with this configuration. // A matchmaking configuration can only use rule sets that are defined in the // same region. RuleSetName *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateMatchmakingConfigurationInput) GoString ¶
func (s UpdateMatchmakingConfigurationInput) GoString() string
GoString returns the string representation
func (*UpdateMatchmakingConfigurationInput) SetAcceptanceRequired ¶
func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *UpdateMatchmakingConfigurationInput
SetAcceptanceRequired sets the AcceptanceRequired field's value.
func (*UpdateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds ¶
func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput
SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.
func (*UpdateMatchmakingConfigurationInput) SetAdditionalPlayerCount ¶
func (s *UpdateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *UpdateMatchmakingConfigurationInput
SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.
func (*UpdateMatchmakingConfigurationInput) SetCustomEventData ¶
func (s *UpdateMatchmakingConfigurationInput) SetCustomEventData(v string) *UpdateMatchmakingConfigurationInput
SetCustomEventData sets the CustomEventData field's value.
func (*UpdateMatchmakingConfigurationInput) SetDescription ¶
func (s *UpdateMatchmakingConfigurationInput) SetDescription(v string) *UpdateMatchmakingConfigurationInput
SetDescription sets the Description field's value.
func (*UpdateMatchmakingConfigurationInput) SetGameProperties ¶
func (s *UpdateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *UpdateMatchmakingConfigurationInput
SetGameProperties sets the GameProperties field's value.
func (*UpdateMatchmakingConfigurationInput) SetGameSessionData ¶
func (s *UpdateMatchmakingConfigurationInput) SetGameSessionData(v string) *UpdateMatchmakingConfigurationInput
SetGameSessionData sets the GameSessionData field's value.
func (*UpdateMatchmakingConfigurationInput) SetGameSessionQueueArns ¶
func (s *UpdateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *UpdateMatchmakingConfigurationInput
SetGameSessionQueueArns sets the GameSessionQueueArns field's value.
func (*UpdateMatchmakingConfigurationInput) SetName ¶
func (s *UpdateMatchmakingConfigurationInput) SetName(v string) *UpdateMatchmakingConfigurationInput
SetName sets the Name field's value.
func (*UpdateMatchmakingConfigurationInput) SetNotificationTarget ¶
func (s *UpdateMatchmakingConfigurationInput) SetNotificationTarget(v string) *UpdateMatchmakingConfigurationInput
SetNotificationTarget sets the NotificationTarget field's value.
func (*UpdateMatchmakingConfigurationInput) SetRequestTimeoutSeconds ¶
func (s *UpdateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput
SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.
func (*UpdateMatchmakingConfigurationInput) SetRuleSetName ¶
func (s *UpdateMatchmakingConfigurationInput) SetRuleSetName(v string) *UpdateMatchmakingConfigurationInput
SetRuleSetName sets the RuleSetName field's value.
func (UpdateMatchmakingConfigurationInput) String ¶
func (s UpdateMatchmakingConfigurationInput) String() string
String returns the string representation
func (*UpdateMatchmakingConfigurationInput) Validate ¶
func (s *UpdateMatchmakingConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateMatchmakingConfigurationOutput ¶
type UpdateMatchmakingConfigurationOutput struct { // Object that describes the updated matchmaking configuration. Configuration *MatchmakingConfiguration `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateMatchmakingConfigurationOutput) GoString ¶
func (s UpdateMatchmakingConfigurationOutput) GoString() string
GoString returns the string representation
func (*UpdateMatchmakingConfigurationOutput) SetConfiguration ¶
func (s *UpdateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *UpdateMatchmakingConfigurationOutput
SetConfiguration sets the Configuration field's value.
func (UpdateMatchmakingConfigurationOutput) String ¶
func (s UpdateMatchmakingConfigurationOutput) String() string
String returns the string representation
type UpdateRuntimeConfigurationInput ¶
type UpdateRuntimeConfigurationInput struct { // Unique identifier for a fleet to update run-time configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Instructions for launching server processes on each instance in the fleet. // The run-time configuration for a fleet has a collection of server process // configurations, one for each type of server process to run on an instance. // A server process configuration specifies the location of the server executable, // launch parameters, and the number of concurrent processes with that configuration // to maintain on each instance. // // RuntimeConfiguration is a required field RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (UpdateRuntimeConfigurationInput) GoString ¶
func (s UpdateRuntimeConfigurationInput) GoString() string
GoString returns the string representation
func (*UpdateRuntimeConfigurationInput) SetFleetId ¶
func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput
SetFleetId sets the FleetId field's value.
func (*UpdateRuntimeConfigurationInput) SetRuntimeConfiguration ¶
func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput
SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
func (UpdateRuntimeConfigurationInput) String ¶
func (s UpdateRuntimeConfigurationInput) String() string
String returns the string representation
func (*UpdateRuntimeConfigurationInput) Validate ¶
func (s *UpdateRuntimeConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateRuntimeConfigurationOutput ¶
type UpdateRuntimeConfigurationOutput struct { // The run-time configuration currently in force. If the update was successful, // this object matches the one in the request. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (UpdateRuntimeConfigurationOutput) GoString ¶
func (s UpdateRuntimeConfigurationOutput) GoString() string
GoString returns the string representation
func (*UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration ¶
func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationOutput
SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
func (UpdateRuntimeConfigurationOutput) String ¶
func (s UpdateRuntimeConfigurationOutput) String() string
String returns the string representation
type ValidateMatchmakingRuleSetInput ¶
type ValidateMatchmakingRuleSetInput struct { // Collection of matchmaking rules to validate, formatted as a JSON string. // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action.
func (ValidateMatchmakingRuleSetInput) GoString ¶
func (s ValidateMatchmakingRuleSetInput) GoString() string
GoString returns the string representation
func (*ValidateMatchmakingRuleSetInput) SetRuleSetBody ¶
func (s *ValidateMatchmakingRuleSetInput) SetRuleSetBody(v string) *ValidateMatchmakingRuleSetInput
SetRuleSetBody sets the RuleSetBody field's value.
func (ValidateMatchmakingRuleSetInput) String ¶
func (s ValidateMatchmakingRuleSetInput) String() string
String returns the string representation
func (*ValidateMatchmakingRuleSetInput) Validate ¶
func (s *ValidateMatchmakingRuleSetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ValidateMatchmakingRuleSetOutput ¶
type ValidateMatchmakingRuleSetOutput struct { // Response indicating whether or not the rule set is valid. Valid *bool `type:"boolean"` // contains filtered or unexported fields }
Represents the returned data in response to a request action.
func (ValidateMatchmakingRuleSetOutput) GoString ¶
func (s ValidateMatchmakingRuleSetOutput) GoString() string
GoString returns the string representation
func (*ValidateMatchmakingRuleSetOutput) SetValid ¶
func (s *ValidateMatchmakingRuleSetOutput) SetValid(v bool) *ValidateMatchmakingRuleSetOutput
SetValid sets the Valid field's value.
func (ValidateMatchmakingRuleSetOutput) String ¶
func (s ValidateMatchmakingRuleSetOutput) String() string
String returns the string representation
type VpcPeeringAuthorization ¶
type VpcPeeringAuthorization struct { // Time stamp indicating when this authorization was issued. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Time stamp indicating when this authorization expires (24 hours after issuance). // Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). ExpirationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. GameLiftAwsAccountId *string `min:"1" type:"string"` PeerVpcAwsAccountId *string `min:"1" type:"string"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. PeerVpcId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.
VPC peering connection operations include:
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
func (VpcPeeringAuthorization) GoString ¶
func (s VpcPeeringAuthorization) GoString() string
GoString returns the string representation
func (*VpcPeeringAuthorization) SetCreationTime ¶
func (s *VpcPeeringAuthorization) SetCreationTime(v time.Time) *VpcPeeringAuthorization
SetCreationTime sets the CreationTime field's value.
func (*VpcPeeringAuthorization) SetExpirationTime ¶
func (s *VpcPeeringAuthorization) SetExpirationTime(v time.Time) *VpcPeeringAuthorization
SetExpirationTime sets the ExpirationTime field's value.
func (*VpcPeeringAuthorization) SetGameLiftAwsAccountId ¶
func (s *VpcPeeringAuthorization) SetGameLiftAwsAccountId(v string) *VpcPeeringAuthorization
SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.
func (*VpcPeeringAuthorization) SetPeerVpcAwsAccountId ¶
func (s *VpcPeeringAuthorization) SetPeerVpcAwsAccountId(v string) *VpcPeeringAuthorization
SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.
func (*VpcPeeringAuthorization) SetPeerVpcId ¶
func (s *VpcPeeringAuthorization) SetPeerVpcId(v string) *VpcPeeringAuthorization
SetPeerVpcId sets the PeerVpcId field's value.
func (VpcPeeringAuthorization) String ¶
func (s VpcPeeringAuthorization) String() string
String returns the string representation
type VpcPeeringConnection ¶
type VpcPeeringConnection struct { // Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift // VPC for your fleet. FleetId *string `type:"string"` // Unique identifier for the VPC that contains the Amazon GameLift fleet for // this connection. This VPC is managed by Amazon GameLift and does not appear // in your AWS account. GameLiftVpcId *string `min:"1" type:"string"` // CIDR block of IPv4 addresses assigned to the VPC peering connection for the // GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with // it; these blocks cannot overlap or the peering connection cannot be created. IpV4CidrBlock *string `min:"1" type:"string"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. PeerVpcId *string `min:"1" type:"string"` // Object that contains status information about the connection. Status indicates // if a connection is pending, successful, or failed. Status *VpcPeeringConnectionStatus `type:"structure"` // Unique identifier that is automatically assigned to the connection record. // This ID is referenced in VPC peering connection events, and is used when // deleting a connection with DeleteVpcPeeringConnection. VpcPeeringConnectionId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.
VPC peering connection operations include:
CreateVpcPeeringAuthorization
DescribeVpcPeeringAuthorizations
DeleteVpcPeeringAuthorization
CreateVpcPeeringConnection
DescribeVpcPeeringConnections
DeleteVpcPeeringConnection
func (VpcPeeringConnection) GoString ¶
func (s VpcPeeringConnection) GoString() string
GoString returns the string representation
func (*VpcPeeringConnection) SetFleetId ¶
func (s *VpcPeeringConnection) SetFleetId(v string) *VpcPeeringConnection
SetFleetId sets the FleetId field's value.
func (*VpcPeeringConnection) SetGameLiftVpcId ¶
func (s *VpcPeeringConnection) SetGameLiftVpcId(v string) *VpcPeeringConnection
SetGameLiftVpcId sets the GameLiftVpcId field's value.
func (*VpcPeeringConnection) SetIpV4CidrBlock ¶
func (s *VpcPeeringConnection) SetIpV4CidrBlock(v string) *VpcPeeringConnection
SetIpV4CidrBlock sets the IpV4CidrBlock field's value.
func (*VpcPeeringConnection) SetPeerVpcId ¶
func (s *VpcPeeringConnection) SetPeerVpcId(v string) *VpcPeeringConnection
SetPeerVpcId sets the PeerVpcId field's value.
func (*VpcPeeringConnection) SetStatus ¶
func (s *VpcPeeringConnection) SetStatus(v *VpcPeeringConnectionStatus) *VpcPeeringConnection
SetStatus sets the Status field's value.
func (*VpcPeeringConnection) SetVpcPeeringConnectionId ¶
func (s *VpcPeeringConnection) SetVpcPeeringConnectionId(v string) *VpcPeeringConnection
SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value.
func (VpcPeeringConnection) String ¶
func (s VpcPeeringConnection) String() string
String returns the string representation
type VpcPeeringConnectionStatus ¶
type VpcPeeringConnectionStatus struct { // Code indicating the status of a VPC peering connection. Code *string `min:"1" type:"string"` // Additional messaging associated with the connection status. Message *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason (http://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html)). Connection status information is also communicated as a fleet Event.
func (VpcPeeringConnectionStatus) GoString ¶
func (s VpcPeeringConnectionStatus) GoString() string
GoString returns the string representation
func (*VpcPeeringConnectionStatus) SetCode ¶
func (s *VpcPeeringConnectionStatus) SetCode(v string) *VpcPeeringConnectionStatus
SetCode sets the Code field's value.
func (*VpcPeeringConnectionStatus) SetMessage ¶
func (s *VpcPeeringConnectionStatus) SetMessage(v string) *VpcPeeringConnectionStatus
SetMessage sets the Message field's value.
func (VpcPeeringConnectionStatus) String ¶
func (s VpcPeeringConnectionStatus) String() string
String returns the string representation
Directories ¶
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Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code.
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Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code. |