gamelift

package
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Published: Aug 30, 2016 License: Apache-2.0 Imports: 9 Imported by: 0

Documentation

Overview

Package gamelift provides a client for Amazon GameLift.

Index

Examples

Constants

View Source
const (
	// @enum BuildStatus
	BuildStatusInitialized = "INITIALIZED"
	// @enum BuildStatus
	BuildStatusReady = "READY"
	// @enum BuildStatus
	BuildStatusFailed = "FAILED"
)
View Source
const (
	// @enum ComparisonOperatorType
	ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold"
	// @enum ComparisonOperatorType
	ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold"
	// @enum ComparisonOperatorType
	ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold"
	// @enum ComparisonOperatorType
	ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold"
)
View Source
const (
	// @enum EC2InstanceType
	EC2InstanceTypeT2Micro = "t2.micro"
	// @enum EC2InstanceType
	EC2InstanceTypeT2Small = "t2.small"
	// @enum EC2InstanceType
	EC2InstanceTypeT2Medium = "t2.medium"
	// @enum EC2InstanceType
	EC2InstanceTypeT2Large = "t2.large"
	// @enum EC2InstanceType
	EC2InstanceTypeC3Large = "c3.large"
	// @enum EC2InstanceType
	EC2InstanceTypeC3Xlarge = "c3.xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeC32xlarge = "c3.2xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeC34xlarge = "c3.4xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeC38xlarge = "c3.8xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeC4Large = "c4.large"
	// @enum EC2InstanceType
	EC2InstanceTypeC4Xlarge = "c4.xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeC42xlarge = "c4.2xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeC44xlarge = "c4.4xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeC48xlarge = "c4.8xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeR3Large = "r3.large"
	// @enum EC2InstanceType
	EC2InstanceTypeR3Xlarge = "r3.xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeR32xlarge = "r3.2xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeR34xlarge = "r3.4xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeR38xlarge = "r3.8xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeM3Medium = "m3.medium"
	// @enum EC2InstanceType
	EC2InstanceTypeM3Large = "m3.large"
	// @enum EC2InstanceType
	EC2InstanceTypeM3Xlarge = "m3.xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeM32xlarge = "m3.2xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeM4Large = "m4.large"
	// @enum EC2InstanceType
	EC2InstanceTypeM4Xlarge = "m4.xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeM42xlarge = "m4.2xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeM44xlarge = "m4.4xlarge"
	// @enum EC2InstanceType
	EC2InstanceTypeM410xlarge = "m4.10xlarge"
)
View Source
const (
	// @enum EventCode
	EventCodeGenericEvent = "GENERIC_EVENT"
	// @enum EventCode
	EventCodeFleetCreated = "FLEET_CREATED"
	// @enum EventCode
	EventCodeFleetDeleted = "FLEET_DELETED"
	// @enum EventCode
	EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT"
	// @enum EventCode
	EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING"
	// @enum EventCode
	EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING"
	// @enum EventCode
	EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING"
	// @enum EventCode
	EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING"
	// @enum EventCode
	EventCodeFleetStateActive = "FLEET_STATE_ACTIVE"
	// @enum EventCode
	EventCodeFleetStateError = "FLEET_STATE_ERROR"
	// @enum EventCode
	EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED"
	// @enum EventCode
	EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED"
	// @enum EventCode
	EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"
	// @enum EventCode
	EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"
	// @enum EventCode
	EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT"
	// @enum EventCode
	EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED"
	// @enum EventCode
	EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES"
	// @enum EventCode
	EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"
)
View Source
const (
	// @enum FleetStatus
	FleetStatusNew = "NEW"
	// @enum FleetStatus
	FleetStatusDownloading = "DOWNLOADING"
	// @enum FleetStatus
	FleetStatusValidating = "VALIDATING"
	// @enum FleetStatus
	FleetStatusBuilding = "BUILDING"
	// @enum FleetStatus
	FleetStatusActivating = "ACTIVATING"
	// @enum FleetStatus
	FleetStatusActive = "ACTIVE"
	// @enum FleetStatus
	FleetStatusDeleting = "DELETING"
	// @enum FleetStatus
	FleetStatusError = "ERROR"
	// @enum FleetStatus
	FleetStatusTerminated = "TERMINATED"
)
View Source
const (
	// @enum GameSessionStatus
	GameSessionStatusActive = "ACTIVE"
	// @enum GameSessionStatus
	GameSessionStatusActivating = "ACTIVATING"
	// @enum GameSessionStatus
	GameSessionStatusTerminated = "TERMINATED"
	// @enum GameSessionStatus
	GameSessionStatusTerminating = "TERMINATING"
)
View Source
const (
	// @enum IpProtocol
	IpProtocolTcp = "TCP"
	// @enum IpProtocol
	IpProtocolUdp = "UDP"
)
View Source
const (
	// @enum MetricName
	MetricNameActivatingGameSessions = "ActivatingGameSessions"
	// @enum MetricName
	MetricNameActiveGameSessions = "ActiveGameSessions"
	// @enum MetricName
	MetricNameActiveInstances = "ActiveInstances"
	// @enum MetricName
	MetricNameAvailablePlayerSessions = "AvailablePlayerSessions"
	// @enum MetricName
	MetricNameCurrentPlayerSessions = "CurrentPlayerSessions"
	// @enum MetricName
	MetricNameIdleInstances = "IdleInstances"
)
View Source
const (
	// @enum PlayerSessionCreationPolicy
	PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL"
	// @enum PlayerSessionCreationPolicy
	PlayerSessionCreationPolicyDenyAll = "DENY_ALL"
)
View Source
const (
	// @enum PlayerSessionStatus
	PlayerSessionStatusReserved = "RESERVED"
	// @enum PlayerSessionStatus
	PlayerSessionStatusActive = "ACTIVE"
	// @enum PlayerSessionStatus
	PlayerSessionStatusCompleted = "COMPLETED"
	// @enum PlayerSessionStatus
	PlayerSessionStatusTimedout = "TIMEDOUT"
)
View Source
const (
	// @enum ProtectionPolicy
	ProtectionPolicyNoProtection = "NoProtection"
	// @enum ProtectionPolicy
	ProtectionPolicyFullProtection = "FullProtection"
)
View Source
const (
	// @enum RoutingStrategyType
	RoutingStrategyTypeSimple = "SIMPLE"
	// @enum RoutingStrategyType
	RoutingStrategyTypeTerminal = "TERMINAL"
)
View Source
const (
	// @enum ScalingAdjustmentType
	ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity"
	// @enum ScalingAdjustmentType
	ScalingAdjustmentTypeExactCapacity = "ExactCapacity"
	// @enum ScalingAdjustmentType
	ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity"
)
View Source
const (
	// @enum ScalingStatusType
	ScalingStatusTypeActive = "ACTIVE"
	// @enum ScalingStatusType
	ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED"
	// @enum ScalingStatusType
	ScalingStatusTypeUpdating = "UPDATING"
	// @enum ScalingStatusType
	ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED"
	// @enum ScalingStatusType
	ScalingStatusTypeDeleting = "DELETING"
	// @enum ScalingStatusType
	ScalingStatusTypeDeleted = "DELETED"
	// @enum ScalingStatusType
	ScalingStatusTypeError = "ERROR"
)
View Source
const ServiceName = "gamelift"

A ServiceName is the name of the service the client will make API calls to.

Variables

This section is empty.

Functions

This section is empty.

Types

type Alias

type Alias struct {

	// Unique identifier for a fleet alias.
	AliasId *string `type:"string"`

	// Time stamp indicating when this object was created. Format is an integer
	// representing the number of seconds since the Unix epoch (Unix time).
	CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`

	// Human-readable description of an alias.
	Description *string `type:"string"`

	// Time stamp indicating when this object was last modified. Format is an integer
	// representing the number of seconds since the Unix epoch (Unix time).
	LastUpdatedTime *time.Time `type:"timestamp" timestampFormat:"unix"`

	// Descriptive label associated with an alias. Alias names do not need to be
	// unique.
	Name *string `type:"string"`

	// Routing configuration for a fleet alias.
	RoutingStrategy *RoutingStrategy `type:"structure"`
	// contains filtered or unexported fields
}

Properties describing a fleet alias.

func (Alias) GoString

func (s Alias) GoString() string

GoString returns the string representation

func (Alias) String

func (s Alias) String() string

String returns the string representation

type AwsCredentials

type AwsCredentials struct {

	// Access key for an AWS account.
	AccessKeyId *string `min:"1" type:"string"`

	// Secret key for an AWS account.
	SecretAccessKey *string `min:"1" type:"string"`

	// Token specific to a build ID.
	SessionToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

AWS access credentials required to upload game build files to Amazon GameLift. These credentials are generated with CreateBuild, and are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.

func (AwsCredentials) GoString

func (s AwsCredentials) GoString() string

GoString returns the string representation

func (AwsCredentials) String

func (s AwsCredentials) String() string

String returns the string representation

type Build

type Build struct {

	// Unique identifier for a build.
	BuildId *string `type:"string"`

	// Time stamp indicating when this object was created. Format is an integer
	// representing the number of seconds since the Unix epoch (Unix time).
	CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`

	// Descriptive label associated with a build. Build names do not need to be
	// unique. It can be set using CreateBuild or UpdateBuild.
	Name *string `type:"string"`

	// File size of the uploaded game build, expressed in bytes. When the build
	// state is INITIALIZED, this value is 0.
	SizeOnDisk *int64 `min:"1" type:"long"`

	// Current status of the build. Possible build states include 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 state. When a build
	// is successfully created, the build state is set to this value. READY – The
	// game build has been successfully uploaded. You can now create new fleets
	// for this build.FAILED – The game build upload failed. You cannot create new
	// fleets for this build.
	Status *string `type:"string" enum:"BuildStatus"`

	// Version associated with this build. Version strings do not need to be unique
	// to a build. This value can be set using CreateBuild or UpdateBuild.
	Version *string `type:"string"`
	// contains filtered or unexported fields
}

Properties describing a game build.

func (Build) GoString

func (s Build) GoString() string

GoString returns the string representation

func (Build) String

func (s Build) String() string

String returns the string representation

type CreateAliasInput

type CreateAliasInput struct {

	// Human-readable description of an alias.
	Description *string `min:"1" type:"string"`

	// Descriptive label associated with an alias. Alias names do not need to be
	// unique.
	Name *string `min:"1" type:"string" required:"true"`

	// Object specifying the fleet and routing type to use for the alias.
	RoutingStrategy *RoutingStrategy `type:"structure" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (CreateAliasInput) GoString

func (s CreateAliasInput) GoString() string

GoString returns the string representation

func (CreateAliasInput) String

func (s CreateAliasInput) String() string

String returns the string representation

func (*CreateAliasInput) Validate

func (s *CreateAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateAliasOutput

type CreateAliasOutput struct {

	// Object containing the newly created alias record.
	Alias *Alias `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (CreateAliasOutput) GoString

func (s CreateAliasOutput) GoString() string

GoString returns the string representation

func (CreateAliasOutput) String

func (s CreateAliasOutput) String() string

String returns the string representation

type CreateBuildInput

type CreateBuildInput struct {

	// Descriptive label associated with a build. Build names do not need to be
	// unique. A build name can be changed later using UpdateBuild.
	Name *string `min:"1" type:"string"`

	// Location in Amazon Simple Storage Service (Amazon S3) where a build's files
	// are stored. This location is assigned in response to a CreateBuild call,
	// and is always in the same region as the service used to create the build.
	// For more details see the Amazon S3 documentation (http://aws.amazon.com/documentation/s3/).
	StorageLocation *S3Location `type:"structure"`

	// Version associated with this build. Version strings do not need to be unique
	// to a build. A build version can be changed later using UpdateBuild.
	Version *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (CreateBuildInput) GoString

func (s CreateBuildInput) GoString() string

GoString returns the string representation

func (CreateBuildInput) String

func (s CreateBuildInput) String() string

String returns the string representation

func (*CreateBuildInput) Validate

func (s *CreateBuildInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateBuildOutput

type CreateBuildOutput struct {

	// Set of properties for the newly created build.
	Build *Build `type:"structure"`

	// Amazon S3 path and key, identifying where the game build files are stored.
	StorageLocation *S3Location `type:"structure"`

	// AWS credentials required when uploading a game build to the storage location.
	// These credentials have a limited lifespan and are valid only for the build
	// they were issued for. If you need to get fresh credentials, call RequestUploadCredentials.
	UploadCredentials *AwsCredentials `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (CreateBuildOutput) GoString

func (s CreateBuildOutput) GoString() string

GoString returns the string representation

func (CreateBuildOutput) String

func (s CreateBuildOutput) String() string

String returns the string representation

type CreateFleetInput

type CreateFleetInput struct {

	// Unique identifier of the build to be deployed on the new fleet. The build
	// must have been successfully uploaded to GameLift and be in a READY state.
	// This fleet setting cannot be changed once the fleet is created.
	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. GameLift
	// supports the following EC2 instance types. See Amazon EC2 Instance Types
	// (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions.
	EC2InstanceType *string `type:"string" required:"true" 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, GameLift will automatically
	// upload logs stored on each instance at C:\game\logs. Use the GameLift console
	// to access stored logs.
	LogPaths []*string `type:"list"`

	// Descriptive label associated with a fleet. Fleet names do not need to be
	// unique.
	Name *string `min:"1" type:"string" required:"true"`

	// Game session protection policy to apply to all instances 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"`

	// Instructions for launching server processes on each instance in the fleet.
	// The runtime 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 runtime
	// configuration with at least one server process configuration; otherwise the
	// request will fail with an invalid request exception. (This parameter replaces
	// the parameters ServerLaunchPath and ServerLaunchParameters; requests that
	// contain values for these parameters instead of a runtime 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 runtime 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 runtime 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) String

func (s CreateFleetInput) String() string

String returns the string representation

func (*CreateFleetInput) Validate

func (s *CreateFleetInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateFleetOutput

type CreateFleetOutput struct {

	// Properties for the newly created fleet.
	FleetAttributes *FleetAttributes `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (CreateFleetOutput) GoString

func (s CreateFleetOutput) GoString() string

GoString returns the string representation

func (CreateFleetOutput) String

func (s CreateFleetOutput) String() string

String returns the string representation

type CreateGameSessionInput

type CreateGameSessionInput struct {

	// Unique identifier for a fleet alias. Each request must reference either a
	// fleet ID or alias ID, but not both.
	AliasId *string `type:"string"`

	// Unique identifier for a fleet. Each request must reference either a fleet
	// ID or alias ID, but not both.
	FleetId *string `type:"string"`

	// Set of properties used to administer a game session. These properties are
	// passed to the server process hosting it.
	GameProperties []*GameProperty `type:"list"`

	// Maximum number of players that can be connected simultaneously to the game
	// session.
	MaximumPlayerSessionCount *int64 `type:"integer" required:"true"`

	// Descriptive label associated with 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) String

func (s CreateGameSessionInput) String() string

String returns the string representation

func (*CreateGameSessionInput) Validate

func (s *CreateGameSessionInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreateGameSessionOutput

type CreateGameSessionOutput struct {

	// Object containing the newly created game session record.
	GameSession *GameSession `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (CreateGameSessionOutput) GoString

func (s CreateGameSessionOutput) GoString() string

GoString returns the string representation

func (CreateGameSessionOutput) String

func (s CreateGameSessionOutput) String() string

String returns the string representation

type CreatePlayerSessionInput

type CreatePlayerSessionInput struct {

	// Unique identifier for a game session. Specify the game session you want to
	// add a player to.
	GameSessionId *string `type:"string" required:"true"`

	// Unique identifier for the player to be added.
	PlayerId *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (CreatePlayerSessionInput) GoString

func (s CreatePlayerSessionInput) GoString() string

GoString returns the string representation

func (CreatePlayerSessionInput) String

func (s CreatePlayerSessionInput) String() string

String returns the string representation

func (*CreatePlayerSessionInput) Validate

func (s *CreatePlayerSessionInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreatePlayerSessionOutput

type CreatePlayerSessionOutput struct {

	// Object containing the newly created player session record.
	PlayerSession *PlayerSession `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (CreatePlayerSessionOutput) GoString

func (s CreatePlayerSessionOutput) GoString() string

GoString returns the string representation

func (CreatePlayerSessionOutput) String

func (s CreatePlayerSessionOutput) String() string

String returns the string representation

type CreatePlayerSessionsInput

type CreatePlayerSessionsInput struct {

	// Unique identifier for a game session.
	GameSessionId *string `type:"string" required:"true"`

	// List of unique identifiers for the players to be added.
	PlayerIds []*string `min:"1" type:"list" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (CreatePlayerSessionsInput) GoString

func (s CreatePlayerSessionsInput) GoString() string

GoString returns the string representation

func (CreatePlayerSessionsInput) String

func (s CreatePlayerSessionsInput) String() string

String returns the string representation

func (*CreatePlayerSessionsInput) Validate

func (s *CreatePlayerSessionsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type CreatePlayerSessionsOutput

type CreatePlayerSessionsOutput struct {

	// Collection of player session objects created for the added players.
	PlayerSessions []*PlayerSession `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (CreatePlayerSessionsOutput) GoString

func (s CreatePlayerSessionsOutput) GoString() string

GoString returns the string representation

func (CreatePlayerSessionsOutput) String

String returns the string representation

type DeleteAliasInput

type DeleteAliasInput struct {

	// Unique identifier for a fleet alias. Specify the alias you want to delete.
	AliasId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DeleteAliasInput) GoString

func (s DeleteAliasInput) GoString() string

GoString returns the string representation

func (DeleteAliasInput) String

func (s DeleteAliasInput) String() string

String returns the string representation

func (*DeleteAliasInput) Validate

func (s *DeleteAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteAliasOutput

type DeleteAliasOutput struct {
	// contains filtered or unexported fields
}

func (DeleteAliasOutput) GoString

func (s DeleteAliasOutput) GoString() string

GoString returns the string representation

func (DeleteAliasOutput) String

func (s DeleteAliasOutput) String() string

String returns the string representation

type DeleteBuildInput

type DeleteBuildInput struct {

	// Unique identifier for the build you want to delete.
	BuildId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DeleteBuildInput) GoString

func (s DeleteBuildInput) GoString() string

GoString returns the string representation

func (DeleteBuildInput) String

func (s DeleteBuildInput) String() string

String returns the string representation

func (*DeleteBuildInput) Validate

func (s *DeleteBuildInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteBuildOutput

type DeleteBuildOutput struct {
	// contains filtered or unexported fields
}

func (DeleteBuildOutput) GoString

func (s DeleteBuildOutput) GoString() string

GoString returns the string representation

func (DeleteBuildOutput) String

func (s DeleteBuildOutput) String() string

String returns the string representation

type DeleteFleetInput

type DeleteFleetInput struct {

	// Unique identifier for the fleet you want to delete.
	FleetId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DeleteFleetInput) GoString

func (s DeleteFleetInput) GoString() string

GoString returns the string representation

func (DeleteFleetInput) String

func (s DeleteFleetInput) String() string

String returns the string representation

func (*DeleteFleetInput) Validate

func (s *DeleteFleetInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteFleetOutput

type DeleteFleetOutput struct {
	// contains filtered or unexported fields
}

func (DeleteFleetOutput) GoString

func (s DeleteFleetOutput) GoString() string

GoString returns the string representation

func (DeleteFleetOutput) String

func (s DeleteFleetOutput) String() string

String returns the string representation

type DeleteScalingPolicyInput

type DeleteScalingPolicyInput struct {

	// Unique identifier for a fleet.
	FleetId *string `type:"string" required:"true"`

	// Descriptive label associated with a scaling policy. Policy names do not need
	// to be unique.
	Name *string `min:"1" type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DeleteScalingPolicyInput) GoString

func (s DeleteScalingPolicyInput) GoString() string

GoString returns the string representation

func (DeleteScalingPolicyInput) String

func (s DeleteScalingPolicyInput) String() string

String returns the string representation

func (*DeleteScalingPolicyInput) Validate

func (s *DeleteScalingPolicyInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DeleteScalingPolicyOutput

type DeleteScalingPolicyOutput struct {
	// contains filtered or unexported fields
}

func (DeleteScalingPolicyOutput) GoString

func (s DeleteScalingPolicyOutput) GoString() string

GoString returns the string representation

func (DeleteScalingPolicyOutput) String

func (s DeleteScalingPolicyOutput) String() string

String returns the string representation

type DescribeAliasInput

type DescribeAliasInput struct {

	// Unique identifier for a fleet alias. Specify the alias you want to retrieve.
	AliasId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeAliasInput) GoString

func (s DescribeAliasInput) GoString() string

GoString returns the string representation

func (DescribeAliasInput) String

func (s DescribeAliasInput) String() string

String returns the string representation

func (*DescribeAliasInput) Validate

func (s *DescribeAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeAliasOutput

type DescribeAliasOutput struct {

	// Object containing the requested alias.
	Alias *Alias `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeAliasOutput) GoString

func (s DescribeAliasOutput) GoString() string

GoString returns the string representation

func (DescribeAliasOutput) String

func (s DescribeAliasOutput) String() string

String returns the string representation

type DescribeBuildInput

type DescribeBuildInput struct {

	// Unique identifier of the build that you want to retrieve properties for.
	BuildId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeBuildInput) GoString

func (s DescribeBuildInput) GoString() string

GoString returns the string representation

func (DescribeBuildInput) String

func (s DescribeBuildInput) String() string

String returns the string representation

func (*DescribeBuildInput) Validate

func (s *DescribeBuildInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeBuildOutput

type DescribeBuildOutput struct {

	// Set of properties describing the requested build.
	Build *Build `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeBuildOutput) GoString

func (s DescribeBuildOutput) GoString() string

GoString returns the string representation

func (DescribeBuildOutput) String

func (s DescribeBuildOutput) String() string

String returns the string representation

type DescribeEC2InstanceLimitsInput

type DescribeEC2InstanceLimitsInput struct {

	// 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. GameLift
	// supports the following EC2 instance types. See Amazon EC2 Instance Types
	// (https://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

GoString returns the string representation

func (DescribeEC2InstanceLimitsInput) String

String returns the string representation

type DescribeEC2InstanceLimitsOutput

type DescribeEC2InstanceLimitsOutput struct {

	// Object containing the maximum number of instances for the specified instance
	// type.
	EC2InstanceLimits []*EC2InstanceLimit `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeEC2InstanceLimitsOutput) GoString

GoString returns the string representation

func (DescribeEC2InstanceLimitsOutput) String

String returns the string representation

type DescribeFleetAttributesInput

type DescribeFleetAttributesInput struct {

	// Unique identifiers for the fleet(s) that you want 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 indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value. This parameter is ignored
	// when the request specifies one or a list of fleet IDs.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeFleetAttributesInput) GoString

func (s DescribeFleetAttributesInput) GoString() string

GoString returns the string representation

func (DescribeFleetAttributesInput) String

String returns the string representation

func (*DescribeFleetAttributesInput) Validate

func (s *DescribeFleetAttributesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetAttributesOutput

type DescribeFleetAttributesOutput struct {

	// Collection of objects containing attribute metadata for each requested fleet
	// ID.
	FleetAttributes []*FleetAttributes `type:"list"`

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeFleetAttributesOutput) GoString

GoString returns the string representation

func (DescribeFleetAttributesOutput) String

String returns the string representation

type DescribeFleetCapacityInput

type DescribeFleetCapacityInput struct {

	// Unique identifier for the fleet(s) you want 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 indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value. This parameter is ignored
	// when the request specifies one or a list of fleet IDs.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeFleetCapacityInput) GoString

func (s DescribeFleetCapacityInput) GoString() string

GoString returns the string representation

func (DescribeFleetCapacityInput) String

String returns the string representation

func (*DescribeFleetCapacityInput) Validate

func (s *DescribeFleetCapacityInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetCapacityOutput

type DescribeFleetCapacityOutput struct {

	// Collection of objects containing capacity information for each requested
	// fleet ID. Leave this parameter empty to retrieve capacity information for
	// all fleets.
	FleetCapacity []*FleetCapacity `type:"list"`

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeFleetCapacityOutput) GoString

func (s DescribeFleetCapacityOutput) GoString() string

GoString returns the string representation

func (DescribeFleetCapacityOutput) String

String returns the string representation

type DescribeFleetEventsInput

type DescribeFleetEventsInput struct {

	// Most recent date to retrieve event logs for. If no end time is specified,
	// this call returns entries from the specified start time up to the present.
	// Format is an integer representing the number of seconds since the Unix epoch
	// (Unix time).
	EndTime *time.Time `type:"timestamp" timestampFormat:"unix"`

	// Unique identifier for the fleet to get event logs for.
	FleetId *string `type:"string" required:"true"`

	// Maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// Token indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Earliest date to retrieve event logs for. If no start time is specified,
	// this call returns entries starting from when the fleet was created to the
	// specified end time. Format is an integer representing the number of seconds
	// since the Unix epoch (Unix time).
	StartTime *time.Time `type:"timestamp" timestampFormat:"unix"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeFleetEventsInput) GoString

func (s DescribeFleetEventsInput) GoString() string

GoString returns the string representation

func (DescribeFleetEventsInput) String

func (s DescribeFleetEventsInput) String() string

String returns the string representation

func (*DescribeFleetEventsInput) Validate

func (s *DescribeFleetEventsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetEventsOutput

type DescribeFleetEventsOutput struct {

	// Collection of objects containing event log entries for the specified fleet.
	Events []*Event `type:"list"`

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeFleetEventsOutput) GoString

func (s DescribeFleetEventsOutput) GoString() string

GoString returns the string representation

func (DescribeFleetEventsOutput) String

func (s DescribeFleetEventsOutput) String() string

String returns the string representation

type DescribeFleetPortSettingsInput

type DescribeFleetPortSettingsInput struct {

	// Unique identifier for the fleet you want to retrieve port settings for.
	FleetId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeFleetPortSettingsInput) GoString

GoString returns the string representation

func (DescribeFleetPortSettingsInput) String

String returns the string representation

func (*DescribeFleetPortSettingsInput) Validate

func (s *DescribeFleetPortSettingsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetPortSettingsOutput

type DescribeFleetPortSettingsOutput struct {

	// Object containing port settings for the requested fleet ID.
	InboundPermissions []*IpPermission `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeFleetPortSettingsOutput) GoString

GoString returns the string representation

func (DescribeFleetPortSettingsOutput) String

String returns the string representation

type DescribeFleetUtilizationInput

type DescribeFleetUtilizationInput struct {

	// Unique identifier for the fleet(s) you want 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 indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value. This parameter is ignored
	// when the request specifies one or a list of fleet IDs.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeFleetUtilizationInput) GoString

GoString returns the string representation

func (DescribeFleetUtilizationInput) String

String returns the string representation

func (*DescribeFleetUtilizationInput) Validate

func (s *DescribeFleetUtilizationInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeFleetUtilizationOutput

type DescribeFleetUtilizationOutput struct {

	// Collection of objects containing utilization information for each requested
	// fleet ID.
	FleetUtilization []*FleetUtilization `type:"list"`

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeFleetUtilizationOutput) GoString

GoString returns the string representation

func (DescribeFleetUtilizationOutput) String

String returns the string representation

type DescribeGameSessionDetailsInput

type DescribeGameSessionDetailsInput struct {

	// Unique identifier for a fleet alias. Specify an alias to retrieve information
	// on all game sessions active on the fleet.
	AliasId *string `type:"string"`

	// Unique identifier for a fleet. Specify a fleet to retrieve information on
	// all game sessions active on the fleet.
	FleetId *string `type:"string"`

	// Unique identifier for a game session. Specify the game session to retrieve
	// information on.
	GameSessionId *string `type:"string"`

	// Maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// Token indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Game session status to filter results on. Possible game session states include
	// ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).
	StatusFilter *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeGameSessionDetailsInput) GoString

GoString returns the string representation

func (DescribeGameSessionDetailsInput) String

String returns the string representation

func (*DescribeGameSessionDetailsInput) Validate

func (s *DescribeGameSessionDetailsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeGameSessionDetailsOutput

type DescribeGameSessionDetailsOutput struct {

	// Collection of objects containing game session properties and the protection
	// policy currently in force for each session matching the request.
	GameSessionDetails []*GameSessionDetail `type:"list"`

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeGameSessionDetailsOutput) GoString

GoString returns the string representation

func (DescribeGameSessionDetailsOutput) String

String returns the string representation

type DescribeGameSessionsInput

type DescribeGameSessionsInput struct {

	// Unique identifier for a fleet alias. Specify an alias to retrieve information
	// on all game sessions active on the fleet.
	AliasId *string `type:"string"`

	// Unique identifier for a fleet. Specify a fleet to retrieve information on
	// all game sessions active on the fleet.
	FleetId *string `type:"string"`

	// Unique identifier for a game session. Specify the game session to retrieve
	// information on.
	GameSessionId *string `type:"string"`

	// Maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// Token indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Game session status to filter results on. Possible game session states include
	// ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are transitory).
	StatusFilter *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeGameSessionsInput) GoString

func (s DescribeGameSessionsInput) GoString() string

GoString returns the string representation

func (DescribeGameSessionsInput) String

func (s DescribeGameSessionsInput) String() string

String returns the string representation

func (*DescribeGameSessionsInput) Validate

func (s *DescribeGameSessionsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeGameSessionsOutput

type DescribeGameSessionsOutput struct {

	// Collection of objects containing game session properties for each session
	// matching the request.
	GameSessions []*GameSession `type:"list"`

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeGameSessionsOutput) GoString

func (s DescribeGameSessionsOutput) GoString() string

GoString returns the string representation

func (DescribeGameSessionsOutput) String

String returns the string representation

type DescribePlayerSessionsInput

type DescribePlayerSessionsInput struct {

	// Unique identifier for a game session.
	GameSessionId *string `type:"string"`

	// Maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages. If a player session ID is specified,
	// this parameter is ignored.
	Limit *int64 `min:"1" type:"integer"`

	// Token indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value. If a player session ID is
	// specified, this parameter is ignored.
	NextToken *string `min:"1" type:"string"`

	// Unique identifier for a player.
	PlayerId *string `min:"1" type:"string"`

	// Unique identifier for a player session.
	PlayerSessionId *string `type:"string"`

	// Player session status to filter results on. Possible player session states
	// include 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 time-out limit (60 seconds).
	PlayerSessionStatusFilter *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribePlayerSessionsInput) GoString

func (s DescribePlayerSessionsInput) GoString() string

GoString returns the string representation

func (DescribePlayerSessionsInput) String

String returns the string representation

func (*DescribePlayerSessionsInput) Validate

func (s *DescribePlayerSessionsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribePlayerSessionsOutput

type DescribePlayerSessionsOutput struct {

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`

	// Collection of objects containing properties for each player session that
	// matches the request.
	PlayerSessions []*PlayerSession `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribePlayerSessionsOutput) GoString

func (s DescribePlayerSessionsOutput) GoString() string

GoString returns the string representation

func (DescribePlayerSessionsOutput) String

String returns the string representation

type DescribeRuntimeConfigurationInput

type DescribeRuntimeConfigurationInput struct {

	// Unique identifier of the fleet to get the runtime configuration for.
	FleetId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeRuntimeConfigurationInput) GoString

GoString returns the string representation

func (DescribeRuntimeConfigurationInput) String

String returns the string representation

func (*DescribeRuntimeConfigurationInput) Validate

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

GoString returns the string representation

func (DescribeRuntimeConfigurationOutput) String

String returns the string representation

type DescribeScalingPoliciesInput

type DescribeScalingPoliciesInput struct {

	// Unique identifier for a fleet. Specify the fleet to retrieve scaling policies
	// for.
	FleetId *string `type:"string" required:"true"`

	// Maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// Token indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Game session status to filter results on. A scaling policy is only in force
	// when in an Active state.   ACTIVE – The scaling policy is currently in force.
	//  UPDATEREQUESTED – A request to update the scaling policy has been received.
	//  UPDATING – A change is being made to the scaling policy.  DELETEREQUESTED
	// – A request to delete the scaling policy has been received.  DELETING – The
	// scaling policy is being deleted.  DELETED – The scaling policy has been deleted.
	//  ERROR – An error occurred in creating the policy. It should be removed and
	// recreated.
	StatusFilter *string `type:"string" enum:"ScalingStatusType"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (DescribeScalingPoliciesInput) GoString

func (s DescribeScalingPoliciesInput) GoString() string

GoString returns the string representation

func (DescribeScalingPoliciesInput) String

String returns the string representation

func (*DescribeScalingPoliciesInput) Validate

func (s *DescribeScalingPoliciesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type DescribeScalingPoliciesOutput

type DescribeScalingPoliciesOutput struct {

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`

	// Collection of objects containing the scaling policies matching the request.
	ScalingPolicies []*ScalingPolicy `type:"list"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (DescribeScalingPoliciesOutput) GoString

GoString returns the string representation

func (DescribeScalingPoliciesOutput) String

String returns the string representation

type EC2InstanceCounts

type EC2InstanceCounts struct {

	// Actual number of active instances in the fleet.
	ACTIVE *int64 `type:"integer"`

	// Ideal number of active instances in the fleet.
	DESIRED *int64 `type:"integer"`

	// Number of active instances in the fleet that are not currently hosting a
	// game session.
	IDLE *int64 `type:"integer"`

	// Maximum value allowed for the fleet's instance count.
	MAXIMUM *int64 `type:"integer"`

	// Minimum value allowed for the fleet's instance count.
	MINIMUM *int64 `type:"integer"`

	// Number of instances in the fleet that are starting but not yet active.
	PENDING *int64 `type:"integer"`

	// Number of instances in the fleet that are no longer active but haven't yet
	// been terminated.
	TERMINATING *int64 `type:"integer"`
	// contains filtered or unexported fields
}

Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.

func (EC2InstanceCounts) GoString

func (s EC2InstanceCounts) GoString() string

GoString returns the string representation

func (EC2InstanceCounts) String

func (s EC2InstanceCounts) String() string

String returns the string representation

type EC2InstanceLimit

type EC2InstanceLimit struct {

	// Number of instances of the specified type that are currently in use by this
	// AWS account.
	CurrentInstances *int64 `type:"integer"`

	// 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. GameLift
	// supports the following EC2 instance types. See Amazon EC2 Instance Types
	// (https://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) String

func (s EC2InstanceLimit) String() string

String returns the string representation

type Event

type Event struct {

	// Type of event being logged.
	EventCode *string `type:"string" enum:"EventCode"`

	// Unique identifier for a fleet event.
	EventId *string `min:"1" type:"string"`

	// Time stamp indicating when this event occurred. Format is an integer representing
	// the number of seconds since the Unix epoch (Unix time).
	EventTime *time.Time `type:"timestamp" timestampFormat:"unix"`

	// Additional information related to the event.
	Message *string `min:"1" type:"string"`

	// Unique identifier for the resource, such as a fleet ID.
	ResourceId *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Log entry describing an event involving an Amazon GameLift resource (such as a fleet).

func (Event) GoString

func (s Event) GoString() string

GoString returns the string representation

func (Event) String

func (s Event) String() string

String returns the string representation

type FleetAttributes

type FleetAttributes struct {

	// Unique identifier for a build.
	BuildId *string `type:"string"`

	// Time stamp indicating when this object was created. Format is an integer
	// representing the number of seconds since the Unix epoch (Unix time).
	CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`

	// Human-readable description of the fleet.
	Description *string `min:"1" type:"string"`

	// Unique identifier for a fleet.
	FleetId *string `type:"string"`

	// 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, GameLift will automatically
	// upload logs stored on each instance at C:\game\logs. Use the GameLift console
	// to access stored logs.
	LogPaths []*string `type:"list"`

	// Descriptive label 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"`

	// Deprecated. Server launch parameters are now specified using a RuntimeConfiguration
	// object.
	ServerLaunchParameters *string `min:"1" type:"string"`

	// Deprecated. Server launch parameters are now set using a RuntimeConfiguration
	// object.
	ServerLaunchPath *string `min:"1" type:"string"`

	// Current status of the fleet. Possible fleet states include the following:
	// NEW – A new fleet has been defined and desired instances is set to 1. DOWNLOADING/VALIDATING/BUILDING/ACTIVATING
	// – GameLift is setting up the new fleet, creating new instances with the game
	// build 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"`

	// Time stamp indicating when this fleet was terminated. Format is an integer
	// representing the number of seconds since the Unix epoch (Unix time).
	TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
	// contains filtered or unexported fields
}

General properties describing a fleet.

func (FleetAttributes) GoString

func (s FleetAttributes) GoString() string

GoString returns the string representation

func (FleetAttributes) String

func (s FleetAttributes) String() string

String returns the string representation

type FleetCapacity

type FleetCapacity struct {

	// Unique identifier for a fleet.
	FleetId *string `type:"string"`

	// Current status of fleet capacity.
	InstanceCounts *EC2InstanceCounts `type:"structure"`

	// 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. GameLift
	// supports the following EC2 instance types. See Amazon EC2 Instance Types
	// (https://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.

func (FleetCapacity) GoString

func (s FleetCapacity) GoString() string

GoString returns the string representation

func (FleetCapacity) String

func (s FleetCapacity) String() string

String returns the string representation

type FleetUtilization

type FleetUtilization struct {

	// Number of active game sessions currently being hosted on all instances in
	// the fleet.
	ActiveGameSessionCount *int64 `type:"integer"`

	// Number of server processes in an ACTIVE state 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.

func (FleetUtilization) GoString

func (s FleetUtilization) GoString() string

GoString returns the string representation

func (FleetUtilization) String

func (s FleetUtilization) String() string

String returns the string representation

type GameLift

type GameLift struct {
	*client.Client
}

Welcome to the Amazon GameLift API Reference. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management.

This reference describes the low-level service API for GameLift. You can call this API directly or use the AWS SDK (https://aws.amazon.com/tools/) for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the AWS command-line interface (https://aws.amazon.com/cli/) (CLI) tool, which includes commands for GameLift. For administrative actions, you can also use the Amazon GameLift console.

More Resources

Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/):

Learn more about GameLift features and how to use them Lumberyard and GameLift Tutorials (https://gamedev.amazon.com/forums/tutorials): Get started fast with walkthroughs and sample projects GameDev Blog (https://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 Manage Games and Players Through GameLift

Call these actions from your game clients and/or services to create and manage multiplayer game sessions and player sessions.

Game sessions  CreateGameSession DescribeGameSessions DescribeGameSessionDetails

UpdateGameSession Player sessions CreatePlayerSession CreatePlayerSessions DescribePlayerSessions Other actions: GetGameSessionLogUrl Set Up and Manage Game Servers

Use these administrative actions to configure GameLift to host your game servers. When setting up GameLift, you'll need to (1) configure a build for your game and upload build files, and (2) set up one or more fleets to host game sessions. Once you've created and activated a fleet, you can assign aliases to it, scale capacity, track performance and utilization, etc.

Manage your builds:  ListBuilds CreateBuild DescribeBuild UpdateBuild

DeleteBuild RequestUploadCredentials Manage your fleets: ListFleets CreateFleet Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings DescribeFleetUtilization DescribeEC2InstanceLimits DescribeFleetEvents DescribeRuntimeConfiguration

Update fleets:  UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings

UpdateRuntimeConfiguration DeleteFleet Manage fleet aliases: ListAliases CreateAlias DescribeAlias UpdateAlias DeleteAlias ResolveAlias Manage autoscaling: PutScalingPolicy DescribeScalingPolicies DeleteScalingPolicy

To view changes to the API, see the GameLift Document History (http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html)

page. The service client's operations are safe to be used concurrently. It is not safe to mutate any of the client's properties though.

func New

func New(p client.ConfigProvider, cfgs ...*aws.Config) *GameLift

New creates a new instance of the GameLift client with a session. If additional configuration is needed for the client instance use the optional aws.Config parameter to add your extra config.

Example:

// Create a GameLift client from just a session.
svc := gamelift.New(mySession)

// Create a GameLift client with additional configuration
svc := gamelift.New(mySession, aws.NewConfig().WithRegion("us-west-2"))

func (*GameLift) CreateAlias

func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)

Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error.

To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call UpdateAlias.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.CreateAliasInput{
		Name: aws.String("NonZeroAndMaxString"), // Required
		RoutingStrategy: &gamelift.RoutingStrategy{ // Required
			FleetId: aws.String("FleetId"),
			Message: aws.String("FreeText"),
			Type:    aws.String("RoutingStrategyType"),
		},
		Description: aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.CreateAlias(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) CreateAliasRequest

func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)

CreateAliasRequest generates a "aws/request.Request" representing the client's request for the CreateAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateAlias method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) CreateBuild

func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)

Initializes a new build record and generates information required to upload a game build to Amazon GameLift. Once the build record has been created and is in an INITIALIZED state, you can upload your game build.

Do not use this API action unless you are using your own Amazon Simple

Storage Service (Amazon S3) client and need to manually upload your build files. Instead, to create a build, use the CLI command upload-build, which creates a new build record and uploads the build files in one step. (See the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/) for more details on the CLI and the upload process.)

To create a new build, optionally specify a build name and version. This

metadata is stored with other properties in the build record and is displayed in the GameLift console (it is not visible to players). If successful, this action returns the newly created build record along with the Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.CreateBuildInput{
		Name: aws.String("NonZeroAndMaxString"),
		StorageLocation: &gamelift.S3Location{
			Bucket:  aws.String("NonEmptyString"),
			Key:     aws.String("NonEmptyString"),
			RoleArn: aws.String("NonEmptyString"),
		},
		Version: aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.CreateBuild(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) CreateBuildRequest

func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)

CreateBuildRequest generates a "aws/request.Request" representing the client's request for the CreateBuild operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateBuild method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) CreateFleet

func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)

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 configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types (https://aws.amazon.com/ec2/instance-types/) for more information), and deploy a specified game build to each instance. A newly created fleet passes through several states; once it reaches the ACTIVE state, it can begin hosting game sessions.

To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for GameLift to upload and store.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks:

Creates a fleet record and sets the state to NEW (followed by other states

as the fleet is activated). Sets the fleet's capacity to 1 "desired", which causes GameLift to start one new EC2 instance. Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, GameLift staggers each launch by a few seconds. Begins writing events to the fleet event log, which can be accessed in the GameLift console. Sets the fleet's status to ACTIVE once one server process in the fleet is ready to host a game session. After a fleet is created, use the following actions to change fleet properties and configuration:

 UpdateFleetAttributes -- Update fleet metadata, including name and description.
UpdateFleetCapacity -- Increase or decrease the number of instances you

want the fleet to maintain. UpdateFleetPortSettings -- Change the IP address and port ranges that allow access to incoming traffic. UpdateRuntimeConfiguration -- Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.CreateFleetInput{
		BuildId:         aws.String("BuildId"),             // Required
		EC2InstanceType: aws.String("EC2InstanceType"),     // Required
		Name:            aws.String("NonZeroAndMaxString"), // Required
		Description:     aws.String("NonZeroAndMaxString"),
		EC2InboundPermissions: []*gamelift.IpPermission{
			{ // Required
				FromPort: aws.Int64(1),                 // Required
				IpRange:  aws.String("NonBlankString"), // Required
				Protocol: aws.String("IpProtocol"),     // Required
				ToPort:   aws.Int64(1),                 // Required
			},
			// More values...
		},
		LogPaths: []*string{
			aws.String("NonZeroAndMaxString"), // Required
			// More values...
		},
		NewGameSessionProtectionPolicy: aws.String("ProtectionPolicy"),
		RuntimeConfiguration: &gamelift.RuntimeConfiguration{
			ServerProcesses: []*gamelift.ServerProcess{
				{ // Required
					ConcurrentExecutions: aws.Int64(1),                      // Required
					LaunchPath:           aws.String("NonZeroAndMaxString"), // Required
					Parameters:           aws.String("NonZeroAndMaxString"),
				},
				// More values...
			},
		},
		ServerLaunchParameters: aws.String("NonZeroAndMaxString"),
		ServerLaunchPath:       aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.CreateFleet(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) CreateFleetRequest

func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)

CreateFleetRequest generates a "aws/request.Request" representing the client's request for the CreateFleet operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateFleet method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) CreateGameSession

func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)

Creates a multiplayer game session for players. This action creates a game session record and assigns the new session to an instance in the specified fleet, which initializes a new server process to host the game session. A fleet must be in an ACTIVE state before a game session can be created in it.

To create a game session, specify either a fleet ID or an alias ID and indicate the maximum number of players the game session allows. You can also provide a name and a set of properties for your game (optional). If successful, a GameSession object is returned containing session properties, including an IP address. By default, newly created game sessions are set to accept adding any new players to the game session. Use UpdateGameSession to change the creation policy.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.CreateGameSessionInput{
		MaximumPlayerSessionCount: aws.Int64(1), // Required
		AliasId:                   aws.String("AliasId"),
		FleetId:                   aws.String("FleetId"),
		GameProperties: []*gamelift.GameProperty{
			{ // Required
				Key:   aws.String("GamePropertyKey"),   // Required
				Value: aws.String("GamePropertyValue"), // Required
			},
			// More values...
		},
		Name: aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.CreateGameSession(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) CreateGameSessionRequest

func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)

CreateGameSessionRequest generates a "aws/request.Request" representing the client's request for the CreateGameSession operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreateGameSession method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) CreatePlayerSession

func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)

Adds a player to a game session and creates a player session record. A game session must be in an ACTIVE state, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.

To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new PlayerSession object is returned.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.CreatePlayerSessionInput{
		GameSessionId: aws.String("GameSessionId"),       // Required
		PlayerId:      aws.String("NonZeroAndMaxString"), // Required
	}
	resp, err := svc.CreatePlayerSession(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) CreatePlayerSessionRequest

func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)

CreatePlayerSessionRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSession operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreatePlayerSession method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) CreatePlayerSessions

func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)

Adds a group of players to a game session. Similar to CreatePlayerSession, this action allows you to add multiple players in a single call, which is useful for games that provide party and/or matchmaking features. A game session must be in an ACTIVE state, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.

To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new PlayerSession objects is returned.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.CreatePlayerSessionsInput{
		GameSessionId: aws.String("GameSessionId"), // Required
		PlayerIds: []*string{ // Required
			aws.String("NonZeroAndMaxString"), // Required
			// More values...
		},
	}
	resp, err := svc.CreatePlayerSessions(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) CreatePlayerSessionsRequest

func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)

CreatePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSessions operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the CreatePlayerSessions method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DeleteAlias

func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)

Deletes an alias. This action removes all record of the alias; game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DeleteAliasInput{
		AliasId: aws.String("AliasId"), // Required
	}
	resp, err := svc.DeleteAlias(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DeleteAliasRequest

func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)

DeleteAliasRequest generates a "aws/request.Request" representing the client's request for the DeleteAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteAlias method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DeleteBuild

func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)

Deletes a build. This action permanently deletes the build record and any uploaded build files.

To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DeleteBuildInput{
		BuildId: aws.String("BuildId"), // Required
	}
	resp, err := svc.DeleteBuild(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DeleteBuildRequest

func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)

DeleteBuildRequest generates a "aws/request.Request" representing the client's request for the DeleteBuild operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteBuild method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DeleteFleet

func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)

Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.

This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DeleteFleetInput{
		FleetId: aws.String("FleetId"), // Required
	}
	resp, err := svc.DeleteFleet(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DeleteFleetRequest

func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)

DeleteFleetRequest generates a "aws/request.Request" representing the client's request for the DeleteFleet operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteFleet method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DeleteScalingPolicy

func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)

Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DeleteScalingPolicyInput{
		FleetId: aws.String("FleetId"),             // Required
		Name:    aws.String("NonZeroAndMaxString"), // Required
	}
	resp, err := svc.DeleteScalingPolicy(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DeleteScalingPolicyRequest

func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)

DeleteScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the DeleteScalingPolicy operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DeleteScalingPolicy method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeAlias

func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)

Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an Alias object is returned.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeAliasInput{
		AliasId: aws.String("AliasId"), // Required
	}
	resp, err := svc.DescribeAlias(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeAliasRequest

func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)

DescribeAliasRequest generates a "aws/request.Request" representing the client's request for the DescribeAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeAlias method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeBuild

func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)

Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeBuildInput{
		BuildId: aws.String("BuildId"), // Required
	}
	resp, err := svc.DescribeBuild(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeBuildRequest

func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)

DescribeBuildRequest generates a "aws/request.Request" representing the client's request for the DescribeBuild operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeBuild method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeEC2InstanceLimits

func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)

Retrieves the following information for the specified EC2 instance type:

maximum number of instances allowed per AWS account (service limit) current

usage level for the AWS account Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeEC2InstanceLimitsInput{
		EC2InstanceType: aws.String("EC2InstanceType"),
	}
	resp, err := svc.DescribeEC2InstanceLimits(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeEC2InstanceLimitsRequest

func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)

DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the client's request for the DescribeEC2InstanceLimits operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeEC2InstanceLimits method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeFleetAttributes

func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)

Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting 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.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeFleetAttributesInput{
		FleetIds: []*string{
			aws.String("FleetId"), // Required
			// More values...
		},
		Limit:     aws.Int64(1),
		NextToken: aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.DescribeFleetAttributes(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeFleetAttributesRequest

func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)

DescribeFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetAttributes operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetAttributes method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeFleetCapacity

func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)

Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting 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.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeFleetCapacityInput{
		FleetIds: []*string{
			aws.String("FleetId"), // Required
			// More values...
		},
		Limit:     aws.Int64(1),
		NextToken: aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.DescribeFleetCapacity(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeFleetCapacityRequest

func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)

DescribeFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetCapacity operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetCapacity method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeFleetEvents

func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)

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.

Example
package main

import (
	"fmt"
	"time"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeFleetEventsInput{
		FleetId:   aws.String("FleetId"), // Required
		EndTime:   aws.Time(time.Now()),
		Limit:     aws.Int64(1),
		NextToken: aws.String("NonZeroAndMaxString"),
		StartTime: aws.Time(time.Now()),
	}
	resp, err := svc.DescribeFleetEvents(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeFleetEventsRequest

func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)

DescribeFleetEventsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetEvents operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetEvents method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeFleetPortSettings

func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)

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.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeFleetPortSettingsInput{
		FleetId: aws.String("FleetId"), // Required
	}
	resp, err := svc.DescribeFleetPortSettings(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeFleetPortSettingsRequest

func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)

DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetPortSettings operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetPortSettings method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeFleetUtilization

func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)

Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting 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.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeFleetUtilizationInput{
		FleetIds: []*string{
			aws.String("FleetId"), // Required
			// More values...
		},
		Limit:     aws.Int64(1),
		NextToken: aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.DescribeFleetUtilization(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeFleetUtilizationRequest

func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)

DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetUtilization operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeFleetUtilization method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeGameSessionDetails

func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)

Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeGameSessionDetailsInput{
		AliasId:       aws.String("AliasId"),
		FleetId:       aws.String("FleetId"),
		GameSessionId: aws.String("GameSessionId"),
		Limit:         aws.Int64(1),
		NextToken:     aws.String("NonZeroAndMaxString"),
		StatusFilter:  aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.DescribeGameSessionDetails(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeGameSessionDetailsRequest

func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)

DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionDetails operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeGameSessionDetails method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeGameSessions

func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)

Retrieves properties for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId to request properties for a specific game session; (2) provide a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each session matching the request.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeGameSessionsInput{
		AliasId:       aws.String("AliasId"),
		FleetId:       aws.String("FleetId"),
		GameSessionId: aws.String("GameSessionId"),
		Limit:         aws.Int64(1),
		NextToken:     aws.String("NonZeroAndMaxString"),
		StatusFilter:  aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.DescribeGameSessions(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeGameSessionsRequest

func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)

DescribeGameSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessions operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeGameSessions method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribePlayerSessions

func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId parameter to request properties for a specific player session; (2) provide a GameSessionId parameter to request properties for all player sessions in the specified game session; (3) provide a PlayerId parameter to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribePlayerSessionsInput{
		GameSessionId:             aws.String("GameSessionId"),
		Limit:                     aws.Int64(1),
		NextToken:                 aws.String("NonZeroAndMaxString"),
		PlayerId:                  aws.String("NonZeroAndMaxString"),
		PlayerSessionId:           aws.String("PlayerSessionId"),
		PlayerSessionStatusFilter: aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.DescribePlayerSessions(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribePlayerSessionsRequest

func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)

DescribePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribePlayerSessions operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribePlayerSessions method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeRuntimeConfiguration

func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)

Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeRuntimeConfigurationInput{
		FleetId: aws.String("FleetId"), // Required
	}
	resp, err := svc.DescribeRuntimeConfiguration(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) 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 can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeRuntimeConfiguration method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) DescribeScalingPolicies

func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.DescribeScalingPoliciesInput{
		FleetId:      aws.String("FleetId"), // Required
		Limit:        aws.Int64(1),
		NextToken:    aws.String("NonZeroAndMaxString"),
		StatusFilter: aws.String("ScalingStatusType"),
	}
	resp, err := svc.DescribeScalingPolicies(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) DescribeScalingPoliciesRequest

func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)

DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the client's request for the DescribeScalingPolicies operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the DescribeScalingPolicies method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) GetGameSessionLogUrl

func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs.

See the AWS Service Limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift)

page for maximum log file sizes. Log files that exceed this limit are not saved.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.GetGameSessionLogUrlInput{
		GameSessionId: aws.String("GameSessionId"), // Required
	}
	resp, err := svc.GetGameSessionLogUrl(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) GetGameSessionLogUrlRequest

func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)

GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the client's request for the GetGameSessionLogUrl operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the GetGameSessionLogUrl method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) ListAliases

func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)

Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.

Aliases are not listed in any particular order.
Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.ListAliasesInput{
		Limit:               aws.Int64(1),
		Name:                aws.String("NonEmptyString"),
		NextToken:           aws.String("NonEmptyString"),
		RoutingStrategyType: aws.String("RoutingStrategyType"),
	}
	resp, err := svc.ListAliases(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) ListAliasesRequest

func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)

ListAliasesRequest generates a "aws/request.Request" representing the client's request for the ListAliases operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ListAliases method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) ListBuilds

func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)

Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds in a specific state 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.
Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.ListBuildsInput{
		Limit:     aws.Int64(1),
		NextToken: aws.String("NonEmptyString"),
		Status:    aws.String("BuildStatus"),
	}
	resp, err := svc.ListBuilds(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) ListBuildsRequest

func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)

ListBuildsRequest generates a "aws/request.Request" representing the client's request for the ListBuilds operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ListBuilds method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) ListFleets

func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)

Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.

Fleet records are not listed in any particular order.
Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.ListFleetsInput{
		BuildId:   aws.String("BuildId"),
		Limit:     aws.Int64(1),
		NextToken: aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.ListFleets(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) ListFleetsRequest

func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)

ListFleetsRequest generates a "aws/request.Request" representing the client's request for the ListFleets operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ListFleets method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) PutScalingPolicy

func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)

Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet's capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.

A scaling policy rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

For example, this policy: "If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances" could be implemented as the following rule statement:

If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.PutScalingPolicyInput{
		ComparisonOperator:    aws.String("ComparisonOperatorType"), // Required
		EvaluationPeriods:     aws.Int64(1),                         // Required
		FleetId:               aws.String("FleetId"),                // Required
		MetricName:            aws.String("MetricName"),             // Required
		Name:                  aws.String("NonZeroAndMaxString"),    // Required
		ScalingAdjustment:     aws.Int64(1),                         // Required
		ScalingAdjustmentType: aws.String("ScalingAdjustmentType"),  // Required
		Threshold:             aws.Float64(1.0),                     // Required
	}
	resp, err := svc.PutScalingPolicy(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) PutScalingPolicyRequest

func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)

PutScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the PutScalingPolicy operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the PutScalingPolicy method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) RequestUploadCredentials

func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)

Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3.

Call this action only if you need credentials for a build created with

CreateBuild. This is a rare situation; in most cases, builds are created using the CLI command upload-build, which creates a build record and also uploads build files.

Upload credentials are returned when you create the build, but they have

a limited lifespan. You can get fresh credentials and use them to re-upload game files until the state of that build changes to READY. Once this happens, you must create a brand new build.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.RequestUploadCredentialsInput{
		BuildId: aws.String("BuildId"), // Required
	}
	resp, err := svc.RequestUploadCredentials(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) RequestUploadCredentialsRequest

func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)

RequestUploadCredentialsRequest generates a "aws/request.Request" representing the client's request for the RequestUploadCredentials operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the RequestUploadCredentials method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) ResolveAlias

func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)

Retrieves the fleet ID that a specified alias is currently pointing to.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.ResolveAliasInput{
		AliasId: aws.String("AliasId"), // Required
	}
	resp, err := svc.ResolveAlias(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) ResolveAliasRequest

func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)

ResolveAliasRequest generates a "aws/request.Request" representing the client's request for the ResolveAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the ResolveAlias method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) UpdateAlias

func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)

Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.UpdateAliasInput{
		AliasId:     aws.String("AliasId"), // Required
		Description: aws.String("NonZeroAndMaxString"),
		Name:        aws.String("NonZeroAndMaxString"),
		RoutingStrategy: &gamelift.RoutingStrategy{
			FleetId: aws.String("FleetId"),
			Message: aws.String("FreeText"),
			Type:    aws.String("RoutingStrategyType"),
		},
	}
	resp, err := svc.UpdateAlias(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) UpdateAliasRequest

func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)

UpdateAliasRequest generates a "aws/request.Request" representing the client's request for the UpdateAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateAlias method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) UpdateBuild

func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)

Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.UpdateBuildInput{
		BuildId: aws.String("BuildId"), // Required
		Name:    aws.String("NonZeroAndMaxString"),
		Version: aws.String("NonZeroAndMaxString"),
	}
	resp, err := svc.UpdateBuild(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) UpdateBuildRequest

func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)

UpdateBuildRequest generates a "aws/request.Request" representing the client's request for the UpdateBuild operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateBuild method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) UpdateFleetAttributes

func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.UpdateFleetAttributesInput{
		FleetId:                        aws.String("FleetId"), // Required
		Description:                    aws.String("NonZeroAndMaxString"),
		Name:                           aws.String("NonZeroAndMaxString"),
		NewGameSessionProtectionPolicy: aws.String("ProtectionPolicy"),
	}
	resp, err := svc.UpdateFleetAttributes(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) UpdateFleetAttributesRequest

func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)

UpdateFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetAttributes operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateFleetAttributes method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) UpdateFleetCapacity

func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) 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.

If you're using autoscaling (see PutScalingPolicy), you may want to specify a minimum and/or maximum capacity. If you don't provide these, autoscaling can set capacity anywhere between zero and the service limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift).

To update fleet capacity, specify the fleet ID and the 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.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.UpdateFleetCapacityInput{
		FleetId:          aws.String("FleetId"), // Required
		DesiredInstances: aws.Int64(1),
		MaxSize:          aws.Int64(1),
		MinSize:          aws.Int64(1),
	}
	resp, err := svc.UpdateFleetCapacity(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) UpdateFleetCapacityRequest

func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)

UpdateFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetCapacity operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateFleetCapacity method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) UpdateFleetPortSettings

func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.UpdateFleetPortSettingsInput{
		FleetId: aws.String("FleetId"), // Required
		InboundPermissionAuthorizations: []*gamelift.IpPermission{
			{ // Required
				FromPort: aws.Int64(1),                 // Required
				IpRange:  aws.String("NonBlankString"), // Required
				Protocol: aws.String("IpProtocol"),     // Required
				ToPort:   aws.Int64(1),                 // Required
			},
			// More values...
		},
		InboundPermissionRevocations: []*gamelift.IpPermission{
			{ // Required
				FromPort: aws.Int64(1),                 // Required
				IpRange:  aws.String("NonBlankString"), // Required
				Protocol: aws.String("IpProtocol"),     // Required
				ToPort:   aws.Int64(1),                 // Required
			},
			// More values...
		},
	}
	resp, err := svc.UpdateFleetPortSettings(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) UpdateFleetPortSettingsRequest

func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)

UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetPortSettings operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateFleetPortSettings method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) UpdateGameSession

func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.UpdateGameSessionInput{
		GameSessionId:               aws.String("GameSessionId"), // Required
		MaximumPlayerSessionCount:   aws.Int64(1),
		Name:                        aws.String("NonZeroAndMaxString"),
		PlayerSessionCreationPolicy: aws.String("PlayerSessionCreationPolicy"),
		ProtectionPolicy:            aws.String("ProtectionPolicy"),
	}
	resp, err := svc.UpdateGameSession(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) UpdateGameSessionRequest

func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)

UpdateGameSessionRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSession operation. The "output" return value can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateGameSession method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

func (*GameLift) UpdateRuntimeConfiguration

func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)

Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE state.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with the updated collection of server process configurations.

Each instance in a GameLift fleet checks regularly for an updated runtime 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 GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in GameLift's normal process recycling activity.

Example
package main

import (
	"fmt"

	"github.com/aws/aws-sdk-go/aws"
	"github.com/aws/aws-sdk-go/aws/session"
	"github.com/aws/aws-sdk-go/service/gamelift"
)

func main() {
	sess, err := session.NewSession()
	if err != nil {
		fmt.Println("failed to create session,", err)
		return
	}

	svc := gamelift.New(sess)

	params := &gamelift.UpdateRuntimeConfigurationInput{
		FleetId: aws.String("FleetId"), // Required
		RuntimeConfiguration: &gamelift.RuntimeConfiguration{ // Required
			ServerProcesses: []*gamelift.ServerProcess{
				{ // Required
					ConcurrentExecutions: aws.Int64(1),                      // Required
					LaunchPath:           aws.String("NonZeroAndMaxString"), // Required
					Parameters:           aws.String("NonZeroAndMaxString"),
				},
				// More values...
			},
		},
	}
	resp, err := svc.UpdateRuntimeConfiguration(params)

	if err != nil {
		// Print the error, cast err to awserr.Error to get the Code and
		// Message from an error.
		fmt.Println(err.Error())
		return
	}

	// Pretty-print the response data.
	fmt.Println(resp)
}
Output:

func (*GameLift) 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 can be used to capture response data after the request's "Send" method is called.

Creating a request object using this method should be used when you want to inject custom logic into the request's lifecycle using a custom handler, or if you want to access properties on the request object before or after sending the request. If you just want the service response, call the UpdateRuntimeConfiguration method directly instead.

Note: You must call the "Send" method on the returned request object in order to execute the request.

// 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)
}

type GameProperty

type GameProperty struct {
	Key *string `type:"string" required:"true"`

	Value *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Set of key-value pairs containing information a server process requires to set up a game session. This object allows you to pass in any set of data needed for your game. For more information, see the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/).

func (GameProperty) GoString

func (s GameProperty) GoString() string

GoString returns the string representation

func (GameProperty) String

func (s GameProperty) String() string

String returns the string representation

func (*GameProperty) Validate

func (s *GameProperty) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type GameSession

type GameSession struct {

	// Time stamp indicating when this object was created. Format is an integer
	// representing the number of seconds since the Unix epoch (Unix time).
	CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`

	// Number of players currently in the game session.
	CurrentPlayerSessionCount *int64 `type:"integer"`

	// Unique identifier for a fleet.
	FleetId *string `type:"string"`

	// Set of custom properties for the game session.
	GameProperties []*GameProperty `type:"list"`

	// Unique identifier for a game session.
	GameSessionId *string `type:"string"`

	// IP address of the game session. To connect to a GameLift server process,
	// an app needs both the IP address and port number.
	IpAddress *string `type:"string"`

	// Maximum number of players allowed in the game session.
	MaximumPlayerSessionCount *int64 `type:"integer"`

	// Descriptive label 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 GameLift server process,
	// an app needs both the IP address and port number.
	Port *int64 `min:"1025" type:"integer"`

	// Current status of the game session. A game session must be in an ACTIVE state
	// to have player sessions.
	Status *string `type:"string" enum:"GameSessionStatus"`

	// Time stamp indicating when this fleet was terminated. Format is an integer
	// representing the number of seconds since the Unix epoch (Unix time).
	TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
	// contains filtered or unexported fields
}

Properties describing a game session.

func (GameSession) GoString

func (s GameSession) GoString() string

GoString returns the string representation

func (GameSession) String

func (s GameSession) String() string

String returns the string representation

type GameSessionDetail

type GameSessionDetail struct {

	// Properties describing a game session.
	GameSession *GameSession `type:"structure"`

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

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

func (GameSessionDetail) GoString

func (s GameSessionDetail) GoString() string

GoString returns the string representation

func (GameSessionDetail) String

func (s GameSessionDetail) String() string

String returns the string representation

type GetGameSessionLogUrlInput

type GetGameSessionLogUrlInput struct {

	// Unique identifier for a game session. Specify the game session you want to
	// get logs for.
	GameSessionId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (GetGameSessionLogUrlInput) GoString

func (s GetGameSessionLogUrlInput) GoString() string

GoString returns the string representation

func (GetGameSessionLogUrlInput) String

func (s GetGameSessionLogUrlInput) String() string

String returns the string representation

func (*GetGameSessionLogUrlInput) Validate

func (s *GetGameSessionLogUrlInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type GetGameSessionLogUrlOutput

type GetGameSessionLogUrlOutput struct {

	// Location of the requested game session logs, available for download.
	PreSignedUrl *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (GetGameSessionLogUrlOutput) GoString

func (s GetGameSessionLogUrlOutput) GoString() string

GoString returns the string representation

func (GetGameSessionLogUrlOutput) String

String returns the string representation

type IpPermission

type IpPermission struct {

	// Starting value for a range of allowed port numbers.
	FromPort *int64 `min:"1025" type:"integer" required:"true"`

	// Range of allowed IP addresses. This value must be expressed in CIDR notation
	// (https://tools.ietf.org/id/cidr). Example: "000.000.000.000/[subnet mask]"
	// or optionally the shortened version "0.0.0.0/[subnet mask]".
	IpRange *string `type:"string" required:"true"`

	// Network communication protocol used by the fleet.
	Protocol *string `type:"string" required:"true" enum:"IpProtocol"`

	// Ending value for a range of allowed port numbers. Port numbers are end-inclusive.
	// This value must be higher than FromPort.
	ToPort *int64 `min:"1025" type:"integer" required:"true"`
	// contains filtered or unexported fields
}

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on 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) 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 associated with an alias. Alias names do not need to be
	// unique.
	Name *string `min:"1" type:"string"`

	// Token indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Type of routing to filter results on. Use this parameter to retrieve only
	// aliases of a certain type. To retrieve all aliases, leave this parameter
	// empty. Possible routing types include 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) String

func (s ListAliasesInput) String() string

String returns the string representation

func (*ListAliasesInput) Validate

func (s *ListAliasesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ListAliasesOutput

type ListAliasesOutput struct {

	// Collection of alias records that match the list request.
	Aliases []*Alias `type:"list"`

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (ListAliasesOutput) GoString

func (s ListAliasesOutput) GoString() string

GoString returns the string representation

func (ListAliasesOutput) String

func (s ListAliasesOutput) String() string

String returns the string representation

type ListBuildsInput

type ListBuildsInput struct {

	// Maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// Token indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`

	// Build state to filter results by. To retrieve all builds, leave this parameter
	// empty. Possible build states 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 state. When a build is successfully created,
	// the build state is set to this value. READY – The game build has been successfully
	// uploaded. You can now create new fleets for this build.FAILED – The game
	// build upload failed. You cannot create new fleets for this build.
	Status *string `type:"string" enum:"BuildStatus"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (ListBuildsInput) GoString

func (s ListBuildsInput) GoString() string

GoString returns the string representation

func (ListBuildsInput) String

func (s ListBuildsInput) String() string

String returns the string representation

func (*ListBuildsInput) Validate

func (s *ListBuildsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ListBuildsOutput

type ListBuildsOutput struct {

	// Collection of build records that match the request.
	Builds []*Build `type:"list"`

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (ListBuildsOutput) GoString

func (s ListBuildsOutput) GoString() string

GoString returns the string representation

func (ListBuildsOutput) String

func (s ListBuildsOutput) String() string

String returns the string representation

type ListFleetsInput

type ListFleetsInput struct {

	// Unique identifier of the build to return fleets for. Use this parameter to
	// return only fleets using the specified build. To retrieve all fleets, leave
	// this parameter empty.
	BuildId *string `type:"string"`

	// Maximum number of results to return. Use this parameter with NextToken to
	// get results as a set of sequential pages.
	Limit *int64 `min:"1" type:"integer"`

	// Token indicating the start of the next sequential page of results. Use the
	// token that is returned with a previous call to this action. To specify the
	// start of the result set, do not specify a value.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (ListFleetsInput) GoString

func (s ListFleetsInput) GoString() string

GoString returns the string representation

func (ListFleetsInput) String

func (s ListFleetsInput) String() string

String returns the string representation

func (*ListFleetsInput) Validate

func (s *ListFleetsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ListFleetsOutput

type ListFleetsOutput struct {

	// Set of fleet IDs matching the list request. You can retrieve additional information
	// about all returned fleets by passing this result set to a call to DescribeFleetAttributes,
	// DescribeFleetCapacity, and DescribeFleetUtilization.
	FleetIds []*string `min:"1" type:"list"`

	// Token indicating where to resume retrieving results on the next call to this
	// action. If no token is returned, these results represent the end of the list.
	//
	//  If a request has a limit that exactly matches the number of remaining results,
	// a token is returned even though there are no more results to retrieve.
	NextToken *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (ListFleetsOutput) GoString

func (s ListFleetsOutput) GoString() string

GoString returns the string representation

func (ListFleetsOutput) String

func (s ListFleetsOutput) String() string

String returns the string representation

type PlayerSession

type PlayerSession struct {

	// Time stamp indicating when this object was created. Format is an integer
	// representing the number of seconds since the Unix epoch (Unix time).
	CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`

	// Unique identifier for a fleet.
	FleetId *string `type:"string"`

	// Unique identifier for a game session.
	GameSessionId *string `type:"string"`

	// Game session IP address. All player sessions reference the game session location.
	IpAddress *string `type:"string"`

	// Unique identifier for a player.
	PlayerId *string `min:"1" type:"string"`

	// Unique identifier for a player session.
	PlayerSessionId *string `type:"string"`

	// Port number for the game session. To connect to a GameLift server process,
	// an app needs both the IP address and port number.
	Port *int64 `min:"1025" type:"integer"`

	// Current status of the player session. Possible player session states 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 time-out limit (60 seconds).
	Status *string `type:"string" enum:"PlayerSessionStatus"`

	// Time stamp indicating when this fleet was terminated. Format is an integer
	// representing the number of seconds since the Unix epoch (Unix time).
	TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
	// contains filtered or unexported fields
}

Properties describing a player session.

func (PlayerSession) GoString

func (s PlayerSession) GoString() string

GoString returns the string representation

func (PlayerSession) String

func (s PlayerSession) String() string

String returns the string representation

type PutScalingPolicyInput

type PutScalingPolicyInput struct {

	// Comparison operator to use when measuring the metric against the threshold
	// value.
	ComparisonOperator *string `type:"string" required:"true" enum:"ComparisonOperatorType"`

	// Length of time (in minutes) the metric must be at or beyond the threshold
	// before a scaling event is triggered.
	EvaluationPeriods *int64 `min:"1" type:"integer" required:"true"`

	// Unique identity for the fleet to scale with this policy.
	FleetId *string `type:"string" required:"true"`

	// Name of the Amazon GameLift-defined metric that is used to trigger an adjustment.
	//   ActivatingGameSessions – number of game sessions in the process of being
	// created (game session status = ACTIVATING).  ActiveGameSessions – number
	// of game sessions currently running (game session status = ACTIVE).  CurrentPlayerSessions
	// – number of active or reserved player sessions (player session status = ACTIVE
	// or RESERVED).   AvailablePlayerSessions – number of player session slots
	// currently available in active game sessions across the fleet, calculated
	// by subtracting a game session's current player session count from its maximum
	// player session count. This number includes game sessions that are not currently
	// accepting players (game session PlayerSessionCreationPolicy = DENY_ALL).
	//  ActiveInstances – number of instances currently running a game session.
	//  IdleInstances – number of instances not currently running a game session.
	MetricName *string `type:"string" required:"true" enum:"MetricName"`

	// Descriptive label associated with a scaling policy. Policy names do not need
	// to be unique. A fleet can have only one scaling policy with the same name.
	Name *string `min:"1" type:"string" required:"true"`

	// Amount of adjustment to make, based on the scaling adjustment type.
	ScalingAdjustment *int64 `type:"integer" required:"true"`

	// Type of adjustment to make to a fleet's instance count (see FleetCapacity):
	//   ChangeInCapacity – add (or subtract) the scaling adjustment value from
	// the current instance count. Positive values scale up while negative values
	// scale down.  ExactCapacity – set the instance count to the scaling adjustment
	// value.  PercentChangeInCapacity – increase or reduce the current instance
	// count by the scaling adjustment, read as a percentage. Positive values scale
	// up while negative values scale down; for example, a value of "-10" scales
	// the fleet down by 10%.
	ScalingAdjustmentType *string `type:"string" required:"true" enum:"ScalingAdjustmentType"`

	// Metric value used to trigger a scaling event.
	Threshold *float64 `type:"double" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (PutScalingPolicyInput) GoString

func (s PutScalingPolicyInput) GoString() string

GoString returns the string representation

func (PutScalingPolicyInput) String

func (s PutScalingPolicyInput) String() string

String returns the string representation

func (*PutScalingPolicyInput) Validate

func (s *PutScalingPolicyInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type PutScalingPolicyOutput

type PutScalingPolicyOutput struct {

	// Descriptive label associated with 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) String

func (s PutScalingPolicyOutput) String() string

String returns the string representation

type RequestUploadCredentialsInput

type RequestUploadCredentialsInput struct {

	// Unique identifier for the build you want to get credentials for.
	BuildId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (RequestUploadCredentialsInput) GoString

GoString returns the string representation

func (RequestUploadCredentialsInput) 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

GoString returns the string representation

func (RequestUploadCredentialsOutput) String

String returns the string representation

type ResolveAliasInput

type ResolveAliasInput struct {

	// Unique identifier for the alias you want to resolve.
	AliasId *string `type:"string" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (ResolveAliasInput) GoString

func (s ResolveAliasInput) GoString() string

GoString returns the string representation

func (ResolveAliasInput) String

func (s ResolveAliasInput) String() string

String returns the string representation

func (*ResolveAliasInput) Validate

func (s *ResolveAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ResolveAliasOutput

type ResolveAliasOutput struct {

	// Fleet ID associated with the requested alias.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (ResolveAliasOutput) GoString

func (s ResolveAliasOutput) GoString() string

GoString returns the string representation

func (ResolveAliasOutput) String

func (s ResolveAliasOutput) String() string

String returns the string representation

type RoutingStrategy

type RoutingStrategy struct {

	// Unique identifier for a fleet.
	FleetId *string `type:"string"`

	// Message text to be used with a terminal routing strategy.
	Message *string `type:"string"`

	// Type of routing strategy. Possible routing types include 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.

func (RoutingStrategy) GoString

func (s RoutingStrategy) GoString() string

GoString returns the string representation

func (RoutingStrategy) String

func (s RoutingStrategy) String() string

String returns the string representation

type RuntimeConfiguration

type RuntimeConfiguration struct {

	// Collection of server process configurations describing what server processes
	// to run on each instance in a fleet
	ServerProcesses []*ServerProcess `min:"1" type:"list"`
	// contains filtered or unexported fields
}

Collection of server process configurations that describe what processes should be run on each instance in a fleet. An instance can launch and maintain multiple server processes based on the runtime configuration; it regularly checks for an updated runtime configuration and starts new server processes to match the latest version.

The key purpose of a a runtime configuration with multiple server process configurations is to be able to run more than one kind of game server in a single fleet. You can include configurations for more than one server executable in order to run two or more different programs to run on the same instance. This option might be useful, for example, to run more than one version of your game server on the same fleet. Another option is to specify configurations for the same server executable but with different launch parameters.

A GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes specified in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object in the runtime configuration.

func (RuntimeConfiguration) GoString

func (s RuntimeConfiguration) GoString() string

GoString returns the string representation

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.
	Bucket *string `min:"1" type:"string"`

	// Amazon S3 bucket key.
	Key *string `min:"1" type:"string"`

	// Amazon resource number for the cross-account access role that allows GameLift
	// access to the S3 bucket.
	RoleArn *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Location in Amazon Simple Storage Service (Amazon S3) where a build's files are stored. This location is assigned in response to a CreateBuild call, and is always in the same region as the service used to create the build. For more details see the Amazon S3 documentation (http://aws.amazon.com/documentation/s3/).

func (S3Location) GoString

func (s S3Location) GoString() string

GoString returns the string representation

func (S3Location) String

func (s S3Location) String() string

String returns the string representation

func (*S3Location) Validate

func (s *S3Location) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type ScalingPolicy

type ScalingPolicy struct {

	// Comparison operator to use when measuring a metric against the threshold
	// value.
	ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"`

	// Length of time (in minutes) the metric must be at or beyond the threshold
	// before a scaling event is triggered.
	EvaluationPeriods *int64 `min:"1" type:"integer"`

	// Unique identity for the fleet associated with this scaling policy.
	FleetId *string `type:"string"`

	// Name of the GameLift-defined metric that is used to trigger an adjustment.
	//   ActivatingGameSessions – number of game sessions in the process of being
	// created (game session status = ACTIVATING).  ActiveGameSessions – number
	// of game sessions currently running (game session status = ACTIVE).  CurrentPlayerSessions
	// – number of active or reserved player sessions (player session status = ACTIVE
	// or RESERVED).   AvailablePlayerSessions – number of player session slots
	// currently available in active game sessions across the fleet, calculated
	// by subtracting a game session's current player session count from its maximum
	// player session count. This number does include game sessions that are not
	// currently accepting players (game session PlayerSessionCreationPolicy = DENY_ALL).
	//  ActiveInstances – number of instances currently running a game session.
	//  IdleInstances – number of instances not currently running a game session.
	MetricName *string `type:"string" enum:"MetricName"`

	// Descriptive label associated with a scaling policy. Policy names do not need
	// to be unique.
	Name *string `min:"1" type:"string"`

	// Amount of adjustment to make, based on the scaling adjustment type.
	ScalingAdjustment *int64 `type:"integer"`

	// Type of adjustment to make to a fleet's instance count (see FleetCapacity):
	//   ChangeInCapacity – add (or subtract) the scaling adjustment value from
	// the current instance count. Positive values scale up while negative values
	// scale down.  ExactCapacity – set the instance count to the scaling adjustment
	// value.  PercentChangeInCapacity – increase or reduce the current instance
	// count by the scaling adjustment, read as a percentage. Positive values scale
	// up while negative values scale down.
	ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"`

	// Current status of the scaling policy. The scaling policy is only in force
	// when in an Active state.   ACTIVE – The scaling policy is currently in force.
	//  UPDATEREQUESTED – A request to update the scaling policy has been received.
	//  UPDATING – A change is being made to the scaling policy.  DELETEREQUESTED
	// – A request to delete the scaling policy has been received.  DELETING – The
	// scaling policy is being deleted.  DELETED – The scaling policy has been deleted.
	//  ERROR – An error occurred in creating the policy. It should be removed and
	// recreated.
	Status *string `type:"string" enum:"ScalingStatusType"`

	// Metric value used to trigger a scaling event.
	Threshold *float64 `type:"double"`
	// contains filtered or unexported fields
}

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

func (ScalingPolicy) GoString

func (s ScalingPolicy) GoString() string

GoString returns the string representation

func (ScalingPolicy) String

func (s ScalingPolicy) String() string

String returns the string representation

type ServerProcess

type ServerProcess struct {

	// Number of server processes using this configuration to run concurrently on
	// an instance.
	ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"`

	// Location in the game build of the server executable. All game builds are
	// installed on instances at the root C:\game\..., so an executable file located
	// at MyGame\latest\server.exe has a launch path of "C:\game\MyGame\latest\server.exe".
	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) 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 UpdateAliasInput

type UpdateAliasInput struct {

	// Unique identifier for a fleet alias. Specify the alias you want to update.
	AliasId *string `type:"string" required:"true"`

	// Human-readable description of an alias.
	Description *string `min:"1" type:"string"`

	// Descriptive label associated with an alias. Alias names do not need to be
	// unique.
	Name *string `min:"1" type:"string"`

	// Object specifying the fleet and routing type to use for the alias.
	RoutingStrategy *RoutingStrategy `type:"structure"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateAliasInput) GoString

func (s UpdateAliasInput) GoString() string

GoString returns the string representation

func (UpdateAliasInput) String

func (s UpdateAliasInput) String() string

String returns the string representation

func (*UpdateAliasInput) Validate

func (s *UpdateAliasInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateAliasOutput

type UpdateAliasOutput struct {

	// Object containing the updated alias configuration.
	Alias *Alias `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateAliasOutput) GoString

func (s UpdateAliasOutput) GoString() string

GoString returns the string representation

func (UpdateAliasOutput) String

func (s UpdateAliasOutput) String() string

String returns the string representation

type UpdateBuildInput

type UpdateBuildInput struct {

	// Unique identifier of the build you want to update.
	BuildId *string `type:"string" required:"true"`

	// Descriptive label associated with a build. Build names do not need to be
	// unique.
	Name *string `min:"1" type:"string"`

	// Version associated with this build. Version strings do not need to be unique
	// to a build.
	Version *string `min:"1" type:"string"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateBuildInput) GoString

func (s UpdateBuildInput) GoString() string

GoString returns the string representation

func (UpdateBuildInput) String

func (s UpdateBuildInput) String() string

String returns the string representation

func (*UpdateBuildInput) Validate

func (s *UpdateBuildInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateBuildOutput

type UpdateBuildOutput struct {

	// Object containing the updated build record.
	Build *Build `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateBuildOutput) GoString

func (s UpdateBuildOutput) GoString() string

GoString returns the string representation

func (UpdateBuildOutput) String

func (s UpdateBuildOutput) String() string

String returns the string representation

type UpdateFleetAttributesInput

type UpdateFleetAttributesInput struct {

	// Human-readable description of a fleet.
	Description *string `min:"1" type:"string"`

	// Unique identifier for the fleet you want to update attribute metadata for.
	FleetId *string `type:"string" required:"true"`

	// Descriptive label associated with 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"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateFleetAttributesInput) GoString

func (s UpdateFleetAttributesInput) GoString() string

GoString returns the string representation

func (UpdateFleetAttributesInput) String

String returns the string representation

func (*UpdateFleetAttributesInput) Validate

func (s *UpdateFleetAttributesInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateFleetAttributesOutput

type UpdateFleetAttributesOutput struct {

	// Unique identifier for the updated fleet.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateFleetAttributesOutput) GoString

func (s UpdateFleetAttributesOutput) GoString() string

GoString returns the string representation

func (UpdateFleetAttributesOutput) String

String returns the string representation

type UpdateFleetCapacityInput

type UpdateFleetCapacityInput struct {

	// Number of EC2 instances you want this fleet to host.
	DesiredInstances *int64 `type:"integer"`

	// Unique identifier for the fleet you want to update capacity for.
	FleetId *string `type:"string" required:"true"`

	// Maximum value allowed for the fleet's instance count. Default if not set
	// is 1.
	MaxSize *int64 `type:"integer"`

	// Minimum value allowed for the fleet's instance count. Default if not set
	// is 0.
	MinSize *int64 `type:"integer"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateFleetCapacityInput) GoString

func (s UpdateFleetCapacityInput) GoString() string

GoString returns the string representation

func (UpdateFleetCapacityInput) String

func (s UpdateFleetCapacityInput) String() string

String returns the string representation

func (*UpdateFleetCapacityInput) Validate

func (s *UpdateFleetCapacityInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateFleetCapacityOutput

type UpdateFleetCapacityOutput struct {

	// Unique identifier for the updated fleet.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateFleetCapacityOutput) GoString

func (s UpdateFleetCapacityOutput) GoString() string

GoString returns the string representation

func (UpdateFleetCapacityOutput) String

func (s UpdateFleetCapacityOutput) String() string

String returns the string representation

type UpdateFleetPortSettingsInput

type UpdateFleetPortSettingsInput struct {

	// Unique identifier for the fleet you want to update port settings for.
	FleetId *string `type:"string" required:"true"`

	// Collection of port settings to be added to the fleet record.
	InboundPermissionAuthorizations []*IpPermission `type:"list"`

	// Collection of port settings to be removed from the fleet record.
	InboundPermissionRevocations []*IpPermission `type:"list"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateFleetPortSettingsInput) GoString

func (s UpdateFleetPortSettingsInput) GoString() string

GoString returns the string representation

func (UpdateFleetPortSettingsInput) String

String returns the string representation

func (*UpdateFleetPortSettingsInput) Validate

func (s *UpdateFleetPortSettingsInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateFleetPortSettingsOutput

type UpdateFleetPortSettingsOutput struct {

	// Unique identifier for the updated fleet.
	FleetId *string `type:"string"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateFleetPortSettingsOutput) GoString

GoString returns the string representation

func (UpdateFleetPortSettingsOutput) String

String returns the string representation

type UpdateGameSessionInput

type UpdateGameSessionInput struct {

	// Unique identifier for a game session. Specify the game session you want to
	// update.
	GameSessionId *string `type:"string" required:"true"`

	// Maximum number of players that can be simultaneously connected to the game
	// session.
	MaximumPlayerSessionCount *int64 `type:"integer"`

	// Descriptive label associated with 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) String

func (s UpdateGameSessionInput) String() string

String returns the string representation

func (*UpdateGameSessionInput) Validate

func (s *UpdateGameSessionInput) Validate() error

Validate inspects the fields of the type to determine if they are valid.

type UpdateGameSessionOutput

type UpdateGameSessionOutput struct {

	// Object containing the updated game session metadata.
	GameSession *GameSession `type:"structure"`
	// contains filtered or unexported fields
}

Represents the returned data in response to a request action.

func (UpdateGameSessionOutput) GoString

func (s UpdateGameSessionOutput) GoString() string

GoString returns the string representation

func (UpdateGameSessionOutput) String

func (s UpdateGameSessionOutput) String() string

String returns the string representation

type UpdateRuntimeConfigurationInput

type UpdateRuntimeConfigurationInput struct {

	// Unique identifier of the fleet to update runtime configuration for.
	FleetId *string `type:"string" required:"true"`

	// Instructions for launching server processes on each instance in the fleet.
	// The runtime 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 *RuntimeConfiguration `type:"structure" required:"true"`
	// contains filtered or unexported fields
}

Represents the input for a request action.

func (UpdateRuntimeConfigurationInput) GoString

GoString returns the string representation

func (UpdateRuntimeConfigurationInput) 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 runtime 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

GoString returns the string representation

func (UpdateRuntimeConfigurationOutput) String

String returns the string representation

Directories

Path Synopsis
Package gameliftiface provides an interface for the Amazon GameLift.
Package gameliftiface provides an interface for the Amazon GameLift.

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