Documentation ¶
Overview ¶
Package gamelift provides the client and types for making API requests to Amazon GameLift.
Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Amazon GameLift provides tools to acquire computing resources and deploy game servers, scale game server capacity to meet player demand, and track in-depth metrics on player usage and server performance.
The Amazon GameLift service API includes important features:
Find game sessions and match players to games – Retrieve information on available game sessions; create new game sessions; send player requests to join a game session.
Configure and manage game server resources – Manage builds, fleets, queues, and aliases; set autoscaling policies; retrieve logs and metrics.
This reference guide describes the low-level service API for Amazon GameLift. We recommend using either the Amazon Web Services software development kit (AWS SDK (http://aws.amazon.com/tools/#sdk)), available in multiple languages, or the AWS command-line interface (http://aws.amazon.com/cli/) (CLI) tool. Both of these align with the low-level service API. In addition, you can use the AWS Management Console (https://console.aws.amazon.com/gamelift/home) for Amazon GameLift for many administrative actions.
You can use some API actions with Amazon GameLift Local, a testing tool that lets you test your game integration locally before deploying on Amazon GameLift. You can call these APIs from the AWS CLI or programmatically; API calls to Amazon GameLift Local servers perform exactly as they do when calling Amazon GameLift web servers. For more information on using Amazon GameLift Local, see Testing an Integration (http://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing-local.html).
MORE RESOURCES
Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/) – Learn more about Amazon GameLift features and how to use them.
Lumberyard and Amazon GameLift Tutorials (https://gamedev.amazon.com/forums/tutorials) – Get started fast with walkthroughs and sample projects.
GameDev Blog (http://aws.amazon.com/blogs/gamedev/) – Stay up to date with new features and techniques.
GameDev Forums (https://gamedev.amazon.com/forums/spaces/123/gamelift-discussion.html) – Connect with the GameDev community.
Amazon GameLift Document History (http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html) – See changes to the Amazon GameLift service, SDKs, and documentation, as well as links to release notes.
API SUMMARY ¶
This list offers a functional overview of the Amazon GameLift service API.
Finding Games and Joining Players ¶
You can enable players to connect to game servers on Amazon GameLift from a game client or through a game service (such as a matchmaking service). You can use these operations to discover actively running game or start new games. You can also match players to games, either singly or as a group.
- Discover existing game sessions
SearchGameSessions – Get all available game sessions or search for game sessions
that match a set of criteria. Available in Amazon GameLift Local. * Start a new game session
Game session placement – Use a queue to process new game session requests
and create game sessions on fleets designated for the queue.
StartGameSessionPlacement – Request a new game session placement and add
one or more players to it.
DescribeGameSessionPlacement – Get details on a placement request, including
status.
StopGameSessionPlacement – Cancel a placement request.
CreateGameSession – Start a new game session on a specific fleet. Available
in Amazon GameLift Local. * Manage game session objects
DescribeGameSessions – Retrieve metadata for one or more game sessions, including
length of time active and current player count. Available in Amazon GameLift Local.
DescribeGameSessionDetails – Retrieve metadata and the game session protection
setting for one or more game sessions.
UpdateGameSession – Change game session settings, such as maximum player
count and join policy.
GetGameSessionLogUrl – Get the location of saved logs for a game session.
- Manage player sessions objects
CreatePlayerSession – Send a request for a player to join a game session.
Available in Amazon GameLift Local.
CreatePlayerSessions – Send a request for multiple players to join a game
session. Available in Amazon GameLift Local.
DescribePlayerSessions – Get details on player activity, including status,
playing time, and player data. Available in Amazon GameLift Local.
Setting Up and Managing Game Servers ¶
When setting up Amazon GameLift, first create a game build and upload the files to Amazon GameLift. Then use these operations to set up a fleet of resources to run your game servers. Manage games to scale capacity, adjust configuration settings, access raw utilization data, and more.
- Manage game builds
CreateBuild – Create a new build by uploading files stored in an Amazon S3
bucket. (To create a build stored at a local file location, use the AWS CLI command upload-build.)
ListBuilds – Get a list of all builds uploaded to a Amazon GameLift region.
DescribeBuild – Retrieve information associated with a build.
UpdateBuild – Change build metadata, including build name and version.
DeleteBuild – Remove a build from Amazon GameLift.
- Manage fleets
CreateFleet – Configure and activate a new fleet to run a build's game servers.
DeleteFleet – Terminate a fleet that is no longer running game servers or
hosting players.
View / update fleet configurations.
ListFleets – Get a list of all fleet IDs in a Amazon GameLift region (all
statuses).
DescribeFleetAttributes / UpdateFleetAttributes – View or change a fleet's
metadata and settings for game session protection and resource creation limits.
DescribeFleetPortSettings / UpdateFleetPortSettings – View or change the
inbound permissions (IP address and port setting ranges) allowed for a fleet.
DescribeRuntimeConfiguration / UpdateRuntimeConfiguration – View or change
what server processes (and how many) to run on each instance in a fleet.
DescribeInstances – Get information on each instance in a fleet, including
instance ID, IP address, and status. * Control fleet capacity
DescribeEC2InstanceLimits – Retrieve maximum number of instances allowed
for the current AWS account and the current usage level.
DescribeFleetCapacity / UpdateFleetCapacity – Retrieve the capacity settings
and the current number of instances in a fleet; adjust fleet capacity settings to scale up or down.
Autoscale – Manage autoscaling rules and apply them to a fleet.
PutScalingPolicy – Create a new autoscaling policy, or update an existing
one.
DescribeScalingPolicies – Retrieve an existing autoscaling policy.
DeleteScalingPolicy – Delete an autoscaling policy and stop it from affecting
a fleet's capacity. * Access fleet activity statistics
DescribeFleetUtilization – Get current data on the number of server processes,
game sessions, and players currently active on a fleet.
DescribeFleetEvents – Get a fleet's logged events for a specified time span.
DescribeGameSessions – Retrieve metadata associated with one or more game
sessions, including length of time active and current player count. * Remotely access an instance
GetInstanceAccess – Request access credentials needed to remotely connect
to a specified instance in a fleet. * Manage fleet aliases
CreateAlias – Define a new alias and optionally assign it to a fleet.
ListAliases – Get all fleet aliases defined in a Amazon GameLift region.
DescribeAlias – Retrieve information on an existing alias.
UpdateAlias – Change settings for a alias, such as redirecting it from one
fleet to another.
DeleteAlias – Remove an alias from the region.
ResolveAlias – Get the fleet ID that a specified alias points to.
- Manage game session queues
CreateGameSessionQueue – Create a queue for processing requests for new game
sessions.
DescribeGameSessionQueues – Get data on all game session queues defined in
a Amazon GameLift region.
UpdateGameSessionQueue – Change the configuration of a game session queue.
DeleteGameSessionQueue – Remove a game session queue from the region.
See https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01 for more information on this service.
See gamelift package documentation for more information. https://docs.aws.amazon.com/sdk-for-go/api/service/gamelift/
Using the Client ¶
To use the client for Amazon GameLift you will first need to create a new instance of it.
When creating a client for an AWS service you'll first need to have a Session already created. The Session provides configuration that can be shared between multiple service clients. Additional configuration can be applied to the Session and service's client when they are constructed. The aws package's Config type contains several fields such as Region for the AWS Region the client should make API requests too. The optional Config value can be provided as the variadic argument for Sessions and client creation.
Once the service's client is created you can use it to make API requests the AWS service. These clients are safe to use concurrently.
// Create a session to share configuration, and load external configuration. sess := session.Must(session.NewSession()) // Create the service's client with the session. svc := gamelift.New(sess)
See the SDK's documentation for more information on how to use service clients. https://docs.aws.amazon.com/sdk-for-go/api/
See aws package's Config type for more information on configuration options. https://docs.aws.amazon.com/sdk-for-go/api/aws/#Config
See the Amazon GameLift client GameLift for more information on creating the service's client. https://docs.aws.amazon.com/sdk-for-go/api/service/gamelift/#New
Once the client is created you can make an API request to the service. Each API method takes a input parameter, and returns the service response and an error.
The API method will document which error codes the service can be returned by the operation if the service models the API operation's errors. These errors will also be available as const strings prefixed with "ErrCode".
result, err := svc.CreateAlias(params) if err != nil { // Cast err to awserr.Error to handle specific error codes. aerr, ok := err.(awserr.Error) if ok && aerr.Code() == <error code to check for> { // Specific error code handling } return err } fmt.Println("CreateAlias result:") fmt.Println(result)
Using the Client with Context ¶
The service's client also provides methods to make API requests with a Context value. This allows you to control the timeout, and cancellation of pending requests. These methods also take request Option as variadic parameter to apply additional configuration to the API request.
ctx := context.Background() result, err := svc.CreateAliasWithContext(ctx, params)
See the request package documentation for more information on using Context pattern with the SDK. https://docs.aws.amazon.com/sdk-for-go/api/aws/request/
Index ¶
- Constants
- type Alias
- func (s Alias) GoString() string
- func (s *Alias) SetAliasArn(v string) *Alias
- func (s *Alias) SetAliasId(v string) *Alias
- func (s *Alias) SetCreationTime(v time.Time) *Alias
- func (s *Alias) SetDescription(v string) *Alias
- func (s *Alias) SetLastUpdatedTime(v time.Time) *Alias
- func (s *Alias) SetName(v string) *Alias
- func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias
- func (s Alias) String() string
- type AwsCredentials
- type Build
- func (s Build) GoString() string
- func (s *Build) SetBuildId(v string) *Build
- func (s *Build) SetCreationTime(v time.Time) *Build
- func (s *Build) SetName(v string) *Build
- func (s *Build) SetOperatingSystem(v string) *Build
- func (s *Build) SetSizeOnDisk(v int64) *Build
- func (s *Build) SetStatus(v string) *Build
- func (s *Build) SetVersion(v string) *Build
- func (s Build) String() string
- type CreateAliasInput
- func (s CreateAliasInput) GoString() string
- func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput
- func (s *CreateAliasInput) SetName(v string) *CreateAliasInput
- func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput
- func (s CreateAliasInput) String() string
- func (s *CreateAliasInput) Validate() error
- type CreateAliasOutput
- type CreateBuildInput
- func (s CreateBuildInput) GoString() string
- func (s *CreateBuildInput) SetName(v string) *CreateBuildInput
- func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput
- func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput
- func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput
- func (s CreateBuildInput) String() string
- func (s *CreateBuildInput) Validate() error
- type CreateBuildOutput
- func (s CreateBuildOutput) GoString() string
- func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput
- func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput
- func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput
- func (s CreateBuildOutput) String() string
- type CreateFleetInput
- func (s CreateFleetInput) GoString() string
- func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput
- func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput
- func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput
- func (s *CreateFleetInput) SetName(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput
- func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput
- func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput
- func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput
- func (s CreateFleetInput) String() string
- func (s *CreateFleetInput) Validate() error
- type CreateFleetOutput
- type CreateGameSessionInput
- func (s CreateGameSessionInput) GoString() string
- func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput
- func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput
- func (s CreateGameSessionInput) String() string
- func (s *CreateGameSessionInput) Validate() error
- type CreateGameSessionOutput
- type CreateGameSessionQueueInput
- func (s CreateGameSessionQueueInput) GoString() string
- func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput
- func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput
- func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput
- func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput
- func (s CreateGameSessionQueueInput) String() string
- func (s *CreateGameSessionQueueInput) Validate() error
- type CreateGameSessionQueueOutput
- type CreatePlayerSessionInput
- func (s CreatePlayerSessionInput) GoString() string
- func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput
- func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput
- func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput
- func (s CreatePlayerSessionInput) String() string
- func (s *CreatePlayerSessionInput) Validate() error
- type CreatePlayerSessionOutput
- type CreatePlayerSessionsInput
- func (s CreatePlayerSessionsInput) GoString() string
- func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput
- func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput
- func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput
- func (s CreatePlayerSessionsInput) String() string
- func (s *CreatePlayerSessionsInput) Validate() error
- type CreatePlayerSessionsOutput
- type DeleteAliasInput
- type DeleteAliasOutput
- type DeleteBuildInput
- type DeleteBuildOutput
- type DeleteFleetInput
- type DeleteFleetOutput
- type DeleteGameSessionQueueInput
- type DeleteGameSessionQueueOutput
- type DeleteScalingPolicyInput
- func (s DeleteScalingPolicyInput) GoString() string
- func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput
- func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput
- func (s DeleteScalingPolicyInput) String() string
- func (s *DeleteScalingPolicyInput) Validate() error
- type DeleteScalingPolicyOutput
- type DescribeAliasInput
- type DescribeAliasOutput
- type DescribeBuildInput
- type DescribeBuildOutput
- type DescribeEC2InstanceLimitsInput
- type DescribeEC2InstanceLimitsOutput
- type DescribeFleetAttributesInput
- func (s DescribeFleetAttributesInput) GoString() string
- func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput
- func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput
- func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput
- func (s DescribeFleetAttributesInput) String() string
- func (s *DescribeFleetAttributesInput) Validate() error
- type DescribeFleetAttributesOutput
- func (s DescribeFleetAttributesOutput) GoString() string
- func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput
- func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput
- func (s DescribeFleetAttributesOutput) String() string
- type DescribeFleetCapacityInput
- func (s DescribeFleetCapacityInput) GoString() string
- func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput
- func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput
- func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput
- func (s DescribeFleetCapacityInput) String() string
- func (s *DescribeFleetCapacityInput) Validate() error
- type DescribeFleetCapacityOutput
- func (s DescribeFleetCapacityOutput) GoString() string
- func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput
- func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput
- func (s DescribeFleetCapacityOutput) String() string
- type DescribeFleetEventsInput
- func (s DescribeFleetEventsInput) GoString() string
- func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput
- func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput
- func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput
- func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput
- func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput
- func (s DescribeFleetEventsInput) String() string
- func (s *DescribeFleetEventsInput) Validate() error
- type DescribeFleetEventsOutput
- type DescribeFleetPortSettingsInput
- type DescribeFleetPortSettingsOutput
- type DescribeFleetUtilizationInput
- func (s DescribeFleetUtilizationInput) GoString() string
- func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput
- func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput
- func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput
- func (s DescribeFleetUtilizationInput) String() string
- func (s *DescribeFleetUtilizationInput) Validate() error
- type DescribeFleetUtilizationOutput
- func (s DescribeFleetUtilizationOutput) GoString() string
- func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput
- func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput
- func (s DescribeFleetUtilizationOutput) String() string
- type DescribeGameSessionDetailsInput
- func (s DescribeGameSessionDetailsInput) GoString() string
- func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput
- func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput
- func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput
- func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput
- func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput
- func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput
- func (s DescribeGameSessionDetailsInput) String() string
- func (s *DescribeGameSessionDetailsInput) Validate() error
- type DescribeGameSessionDetailsOutput
- func (s DescribeGameSessionDetailsOutput) GoString() string
- func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput
- func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput
- func (s DescribeGameSessionDetailsOutput) String() string
- type DescribeGameSessionPlacementInput
- type DescribeGameSessionPlacementOutput
- type DescribeGameSessionQueuesInput
- func (s DescribeGameSessionQueuesInput) GoString() string
- func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput
- func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput
- func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput
- func (s DescribeGameSessionQueuesInput) String() string
- func (s *DescribeGameSessionQueuesInput) Validate() error
- type DescribeGameSessionQueuesOutput
- func (s DescribeGameSessionQueuesOutput) GoString() string
- func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput
- func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput
- func (s DescribeGameSessionQueuesOutput) String() string
- type DescribeGameSessionsInput
- func (s DescribeGameSessionsInput) GoString() string
- func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput
- func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput
- func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput
- func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput
- func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput
- func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput
- func (s DescribeGameSessionsInput) String() string
- func (s *DescribeGameSessionsInput) Validate() error
- type DescribeGameSessionsOutput
- type DescribeInstancesInput
- func (s DescribeInstancesInput) GoString() string
- func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput
- func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput
- func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput
- func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput
- func (s DescribeInstancesInput) String() string
- func (s *DescribeInstancesInput) Validate() error
- type DescribeInstancesOutput
- type DescribePlayerSessionsInput
- func (s DescribePlayerSessionsInput) GoString() string
- func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput
- func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput
- func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput
- func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput
- func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput
- func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput
- func (s DescribePlayerSessionsInput) String() string
- func (s *DescribePlayerSessionsInput) Validate() error
- type DescribePlayerSessionsOutput
- func (s DescribePlayerSessionsOutput) GoString() string
- func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput
- func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput
- func (s DescribePlayerSessionsOutput) String() string
- type DescribeRuntimeConfigurationInput
- type DescribeRuntimeConfigurationOutput
- type DescribeScalingPoliciesInput
- func (s DescribeScalingPoliciesInput) GoString() string
- func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput
- func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput
- func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput
- func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput
- func (s DescribeScalingPoliciesInput) String() string
- func (s *DescribeScalingPoliciesInput) Validate() error
- type DescribeScalingPoliciesOutput
- func (s DescribeScalingPoliciesOutput) GoString() string
- func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput
- func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput
- func (s DescribeScalingPoliciesOutput) String() string
- type DesiredPlayerSession
- type EC2InstanceCounts
- func (s EC2InstanceCounts) GoString() string
- func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts
- func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts
- func (s EC2InstanceCounts) String() string
- type EC2InstanceLimit
- func (s EC2InstanceLimit) GoString() string
- func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit
- func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit
- func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit
- func (s EC2InstanceLimit) String() string
- type Event
- type FleetAttributes
- func (s FleetAttributes) GoString() string
- func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes
- func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes
- func (s *FleetAttributes) SetDescription(v string) *FleetAttributes
- func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes
- func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes
- func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes
- func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes
- func (s *FleetAttributes) SetName(v string) *FleetAttributes
- func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes
- func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes
- func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes
- func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes
- func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes
- func (s *FleetAttributes) SetStatus(v string) *FleetAttributes
- func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes
- func (s FleetAttributes) String() string
- type FleetCapacity
- type FleetUtilization
- func (s FleetUtilization) GoString() string
- func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization
- func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization
- func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization
- func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization
- func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization
- func (s FleetUtilization) String() string
- type GameLift
- func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)
- func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)
- func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error)
- func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)
- func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)
- func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error)
- func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
- func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)
- func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error)
- func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
- func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)
- func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput)
- func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error)
- func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)
- func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error)
- func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
- func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)
- func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error)
- func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)
- func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)
- func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error)
- func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)
- func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)
- func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error)
- func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)
- func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)
- func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error)
- func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
- func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)
- func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error)
- func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error)
- func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput)
- func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error)
- func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)
- func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)
- func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error)
- func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)
- func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)
- func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error)
- func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)
- func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)
- func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error)
- func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
- func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)
- func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error)
- func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
- func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)
- func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error)
- func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
- func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)
- func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error)
- func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
- func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)
- func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error)
- func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)
- func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)
- func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error)
- func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
- func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)
- func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error)
- func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
- func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)
- func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, ...) (*DescribeGameSessionDetailsOutput, error)
- func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error)
- func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput)
- func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, ...) (*DescribeGameSessionPlacementOutput, error)
- func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error)
- func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput)
- func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error)
- func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
- func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)
- func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error)
- func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error)
- func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput)
- func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error)
- func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
- func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)
- func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error)
- func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)
- func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)
- func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, ...) (*DescribeRuntimeConfigurationOutput, error)
- func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
- func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)
- func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error)
- func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
- func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)
- func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error)
- func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error)
- func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput)
- func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error)
- func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
- func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)
- func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error)
- func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
- func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)
- func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error)
- func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)
- func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)
- func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error)
- func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)
- func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)
- func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error)
- func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)
- func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)
- func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error)
- func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)
- func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)
- func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error)
- func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)
- func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput)
- func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error)
- func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error)
- func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput)
- func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error)
- func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error)
- func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput)
- func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error)
- func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)
- func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)
- func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error)
- func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)
- func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)
- func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error)
- func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)
- func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)
- func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error)
- func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)
- func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)
- func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error)
- func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)
- func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)
- func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error)
- func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)
- func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error)
- func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput)
- func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error)
- func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)
- func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error)
- func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)
- func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput)
- func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, ...) (*UpdateRuntimeConfigurationOutput, error)
- type GameProperty
- type GameSession
- func (s GameSession) GoString() string
- func (s *GameSession) SetCreationTime(v time.Time) *GameSession
- func (s *GameSession) SetCreatorId(v string) *GameSession
- func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession
- func (s *GameSession) SetFleetId(v string) *GameSession
- func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession
- func (s *GameSession) SetGameSessionId(v string) *GameSession
- func (s *GameSession) SetIpAddress(v string) *GameSession
- func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession
- func (s *GameSession) SetName(v string) *GameSession
- func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession
- func (s *GameSession) SetPort(v int64) *GameSession
- func (s *GameSession) SetStatus(v string) *GameSession
- func (s *GameSession) SetTerminationTime(v time.Time) *GameSession
- func (s GameSession) String() string
- type GameSessionDetail
- type GameSessionPlacement
- func (s GameSessionPlacement) GoString() string
- func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement
- func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement
- func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement
- func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement
- func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement
- func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement
- func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement
- func (s GameSessionPlacement) String() string
- type GameSessionQueue
- func (s GameSessionQueue) GoString() string
- func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue
- func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue
- func (s *GameSessionQueue) SetName(v string) *GameSessionQueue
- func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue
- func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue
- func (s GameSessionQueue) String() string
- type GameSessionQueueDestination
- type GetGameSessionLogUrlInput
- type GetGameSessionLogUrlOutput
- type GetInstanceAccessInput
- func (s GetInstanceAccessInput) GoString() string
- func (s *GetInstanceAccessInput) SetFleetId(v string) *GetInstanceAccessInput
- func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput
- func (s GetInstanceAccessInput) String() string
- func (s *GetInstanceAccessInput) Validate() error
- type GetInstanceAccessOutput
- type Instance
- func (s Instance) GoString() string
- func (s *Instance) SetCreationTime(v time.Time) *Instance
- func (s *Instance) SetFleetId(v string) *Instance
- func (s *Instance) SetInstanceId(v string) *Instance
- func (s *Instance) SetIpAddress(v string) *Instance
- func (s *Instance) SetOperatingSystem(v string) *Instance
- func (s *Instance) SetStatus(v string) *Instance
- func (s *Instance) SetType(v string) *Instance
- func (s Instance) String() string
- type InstanceAccess
- func (s InstanceAccess) GoString() string
- func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess
- func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess
- func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess
- func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess
- func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess
- func (s InstanceAccess) String() string
- type InstanceCredentials
- type IpPermission
- func (s IpPermission) GoString() string
- func (s *IpPermission) SetFromPort(v int64) *IpPermission
- func (s *IpPermission) SetIpRange(v string) *IpPermission
- func (s *IpPermission) SetProtocol(v string) *IpPermission
- func (s *IpPermission) SetToPort(v int64) *IpPermission
- func (s IpPermission) String() string
- func (s *IpPermission) Validate() error
- type ListAliasesInput
- func (s ListAliasesInput) GoString() string
- func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput
- func (s *ListAliasesInput) SetName(v string) *ListAliasesInput
- func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput
- func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput
- func (s ListAliasesInput) String() string
- func (s *ListAliasesInput) Validate() error
- type ListAliasesOutput
- type ListBuildsInput
- func (s ListBuildsInput) GoString() string
- func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput
- func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput
- func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput
- func (s ListBuildsInput) String() string
- func (s *ListBuildsInput) Validate() error
- type ListBuildsOutput
- type ListFleetsInput
- func (s ListFleetsInput) GoString() string
- func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput
- func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput
- func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput
- func (s ListFleetsInput) String() string
- func (s *ListFleetsInput) Validate() error
- type ListFleetsOutput
- type PlacedPlayerSession
- type PlayerLatency
- func (s PlayerLatency) GoString() string
- func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency
- func (s *PlayerLatency) SetPlayerId(v string) *PlayerLatency
- func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency
- func (s PlayerLatency) String() string
- func (s *PlayerLatency) Validate() error
- type PlayerLatencyPolicy
- type PlayerSession
- func (s PlayerSession) GoString() string
- func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession
- func (s *PlayerSession) SetFleetId(v string) *PlayerSession
- func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession
- func (s *PlayerSession) SetIpAddress(v string) *PlayerSession
- func (s *PlayerSession) SetPlayerData(v string) *PlayerSession
- func (s *PlayerSession) SetPlayerId(v string) *PlayerSession
- func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession
- func (s *PlayerSession) SetPort(v int64) *PlayerSession
- func (s *PlayerSession) SetStatus(v string) *PlayerSession
- func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession
- func (s PlayerSession) String() string
- type PutScalingPolicyInput
- func (s PutScalingPolicyInput) GoString() string
- func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetFleetId(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetName(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput
- func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput
- func (s PutScalingPolicyInput) String() string
- func (s *PutScalingPolicyInput) Validate() error
- type PutScalingPolicyOutput
- type RequestUploadCredentialsInput
- type RequestUploadCredentialsOutput
- func (s RequestUploadCredentialsOutput) GoString() string
- func (s *RequestUploadCredentialsOutput) SetStorageLocation(v *S3Location) *RequestUploadCredentialsOutput
- func (s *RequestUploadCredentialsOutput) SetUploadCredentials(v *AwsCredentials) *RequestUploadCredentialsOutput
- func (s RequestUploadCredentialsOutput) String() string
- type ResolveAliasInput
- type ResolveAliasOutput
- type ResourceCreationLimitPolicy
- func (s ResourceCreationLimitPolicy) GoString() string
- func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy
- func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy
- func (s ResourceCreationLimitPolicy) String() string
- type RoutingStrategy
- type RuntimeConfiguration
- func (s RuntimeConfiguration) GoString() string
- func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration
- func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration
- func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration
- func (s RuntimeConfiguration) String() string
- func (s *RuntimeConfiguration) Validate() error
- type S3Location
- type ScalingPolicy
- func (s ScalingPolicy) GoString() string
- func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy
- func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetName(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy
- func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetStatus(v string) *ScalingPolicy
- func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy
- func (s ScalingPolicy) String() string
- type SearchGameSessionsInput
- func (s SearchGameSessionsInput) GoString() string
- func (s *SearchGameSessionsInput) SetAliasId(v string) *SearchGameSessionsInput
- func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput
- func (s *SearchGameSessionsInput) SetFleetId(v string) *SearchGameSessionsInput
- func (s *SearchGameSessionsInput) SetLimit(v int64) *SearchGameSessionsInput
- func (s *SearchGameSessionsInput) SetNextToken(v string) *SearchGameSessionsInput
- func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput
- func (s SearchGameSessionsInput) String() string
- func (s *SearchGameSessionsInput) Validate() error
- type SearchGameSessionsOutput
- type ServerProcess
- func (s ServerProcess) GoString() string
- func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess
- func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess
- func (s *ServerProcess) SetParameters(v string) *ServerProcess
- func (s ServerProcess) String() string
- func (s *ServerProcess) Validate() error
- type StartGameSessionPlacementInput
- func (s StartGameSessionPlacementInput) GoString() string
- func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput
- func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput
- func (s StartGameSessionPlacementInput) String() string
- func (s *StartGameSessionPlacementInput) Validate() error
- type StartGameSessionPlacementOutput
- type StopGameSessionPlacementInput
- type StopGameSessionPlacementOutput
- type UpdateAliasInput
- func (s UpdateAliasInput) GoString() string
- func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput
- func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput
- func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput
- func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput
- func (s UpdateAliasInput) String() string
- func (s *UpdateAliasInput) Validate() error
- type UpdateAliasOutput
- type UpdateBuildInput
- func (s UpdateBuildInput) GoString() string
- func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput
- func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput
- func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput
- func (s UpdateBuildInput) String() string
- func (s *UpdateBuildInput) Validate() error
- type UpdateBuildOutput
- type UpdateFleetAttributesInput
- func (s UpdateFleetAttributesInput) GoString() string
- func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput
- func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput
- func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput
- func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput
- func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput
- func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput
- func (s UpdateFleetAttributesInput) String() string
- func (s *UpdateFleetAttributesInput) Validate() error
- type UpdateFleetAttributesOutput
- type UpdateFleetCapacityInput
- func (s UpdateFleetCapacityInput) GoString() string
- func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput
- func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInput
- func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput
- func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput
- func (s UpdateFleetCapacityInput) String() string
- func (s *UpdateFleetCapacityInput) Validate() error
- type UpdateFleetCapacityOutput
- type UpdateFleetPortSettingsInput
- func (s UpdateFleetPortSettingsInput) GoString() string
- func (s *UpdateFleetPortSettingsInput) SetFleetId(v string) *UpdateFleetPortSettingsInput
- func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput
- func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput
- func (s UpdateFleetPortSettingsInput) String() string
- func (s *UpdateFleetPortSettingsInput) Validate() error
- type UpdateFleetPortSettingsOutput
- type UpdateGameSessionInput
- func (s UpdateGameSessionInput) GoString() string
- func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput
- func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput
- func (s *UpdateGameSessionInput) SetName(v string) *UpdateGameSessionInput
- func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput
- func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput
- func (s UpdateGameSessionInput) String() string
- func (s *UpdateGameSessionInput) Validate() error
- type UpdateGameSessionOutput
- type UpdateGameSessionQueueInput
- func (s UpdateGameSessionQueueInput) GoString() string
- func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput
- func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput
- func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput
- func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput
- func (s UpdateGameSessionQueueInput) String() string
- func (s *UpdateGameSessionQueueInput) Validate() error
- type UpdateGameSessionQueueOutput
- type UpdateRuntimeConfigurationInput
- func (s UpdateRuntimeConfigurationInput) GoString() string
- func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput
- func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput
- func (s UpdateRuntimeConfigurationInput) String() string
- func (s *UpdateRuntimeConfigurationInput) Validate() error
- type UpdateRuntimeConfigurationOutput
Constants ¶
const ( // BuildStatusInitialized is a BuildStatus enum value BuildStatusInitialized = "INITIALIZED" // BuildStatusReady is a BuildStatus enum value BuildStatusReady = "READY" // BuildStatusFailed is a BuildStatus enum value BuildStatusFailed = "FAILED" )
const ( // ComparisonOperatorTypeGreaterThanOrEqualToThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold" // ComparisonOperatorTypeGreaterThanThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold" // ComparisonOperatorTypeLessThanThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold" // ComparisonOperatorTypeLessThanOrEqualToThreshold is a ComparisonOperatorType enum value ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold" )
const ( // EC2InstanceTypeT2Micro is a EC2InstanceType enum value EC2InstanceTypeT2Micro = "t2.micro" // EC2InstanceTypeT2Small is a EC2InstanceType enum value EC2InstanceTypeT2Small = "t2.small" // EC2InstanceTypeT2Medium is a EC2InstanceType enum value EC2InstanceTypeT2Medium = "t2.medium" // EC2InstanceTypeT2Large is a EC2InstanceType enum value EC2InstanceTypeT2Large = "t2.large" // EC2InstanceTypeC3Large is a EC2InstanceType enum value EC2InstanceTypeC3Large = "c3.large" // EC2InstanceTypeC3Xlarge is a EC2InstanceType enum value EC2InstanceTypeC3Xlarge = "c3.xlarge" // EC2InstanceTypeC32xlarge is a EC2InstanceType enum value EC2InstanceTypeC32xlarge = "c3.2xlarge" // EC2InstanceTypeC34xlarge is a EC2InstanceType enum value EC2InstanceTypeC34xlarge = "c3.4xlarge" // EC2InstanceTypeC38xlarge is a EC2InstanceType enum value EC2InstanceTypeC38xlarge = "c3.8xlarge" // EC2InstanceTypeC4Large is a EC2InstanceType enum value EC2InstanceTypeC4Large = "c4.large" // EC2InstanceTypeC4Xlarge is a EC2InstanceType enum value EC2InstanceTypeC4Xlarge = "c4.xlarge" // EC2InstanceTypeC42xlarge is a EC2InstanceType enum value EC2InstanceTypeC42xlarge = "c4.2xlarge" // EC2InstanceTypeC44xlarge is a EC2InstanceType enum value EC2InstanceTypeC44xlarge = "c4.4xlarge" // EC2InstanceTypeC48xlarge is a EC2InstanceType enum value EC2InstanceTypeC48xlarge = "c4.8xlarge" // EC2InstanceTypeR3Large is a EC2InstanceType enum value EC2InstanceTypeR3Large = "r3.large" // EC2InstanceTypeR3Xlarge is a EC2InstanceType enum value EC2InstanceTypeR3Xlarge = "r3.xlarge" // EC2InstanceTypeR32xlarge is a EC2InstanceType enum value EC2InstanceTypeR32xlarge = "r3.2xlarge" // EC2InstanceTypeR34xlarge is a EC2InstanceType enum value EC2InstanceTypeR34xlarge = "r3.4xlarge" // EC2InstanceTypeR38xlarge is a EC2InstanceType enum value EC2InstanceTypeR38xlarge = "r3.8xlarge" // EC2InstanceTypeM3Medium is a EC2InstanceType enum value EC2InstanceTypeM3Medium = "m3.medium" // EC2InstanceTypeM3Large is a EC2InstanceType enum value EC2InstanceTypeM3Large = "m3.large" // EC2InstanceTypeM3Xlarge is a EC2InstanceType enum value EC2InstanceTypeM3Xlarge = "m3.xlarge" // EC2InstanceTypeM32xlarge is a EC2InstanceType enum value EC2InstanceTypeM32xlarge = "m3.2xlarge" // EC2InstanceTypeM4Large is a EC2InstanceType enum value EC2InstanceTypeM4Large = "m4.large" // EC2InstanceTypeM4Xlarge is a EC2InstanceType enum value EC2InstanceTypeM4Xlarge = "m4.xlarge" // EC2InstanceTypeM42xlarge is a EC2InstanceType enum value EC2InstanceTypeM42xlarge = "m4.2xlarge" // EC2InstanceTypeM44xlarge is a EC2InstanceType enum value EC2InstanceTypeM44xlarge = "m4.4xlarge" // EC2InstanceTypeM410xlarge is a EC2InstanceType enum value EC2InstanceTypeM410xlarge = "m4.10xlarge" )
const ( // EventCodeGenericEvent is a EventCode enum value EventCodeGenericEvent = "GENERIC_EVENT" // EventCodeFleetCreated is a EventCode enum value EventCodeFleetCreated = "FLEET_CREATED" // EventCodeFleetDeleted is a EventCode enum value EventCodeFleetDeleted = "FLEET_DELETED" // EventCodeFleetScalingEvent is a EventCode enum value EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT" // EventCodeFleetStateDownloading is a EventCode enum value EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING" // EventCodeFleetStateValidating is a EventCode enum value EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING" // EventCodeFleetStateBuilding is a EventCode enum value EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING" // EventCodeFleetStateActivating is a EventCode enum value EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING" // EventCodeFleetStateActive is a EventCode enum value EventCodeFleetStateActive = "FLEET_STATE_ACTIVE" // EventCodeFleetStateError is a EventCode enum value EventCodeFleetStateError = "FLEET_STATE_ERROR" // EventCodeFleetInitializationFailed is a EventCode enum value EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED" // EventCodeFleetBinaryDownloadFailed is a EventCode enum value EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED" // EventCodeFleetValidationLaunchPathNotFound is a EventCode enum value EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" // EventCodeFleetValidationExecutableRuntimeFailure is a EventCode enum value EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" // EventCodeFleetValidationTimedOut is a EventCode enum value EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT" // EventCodeFleetActivationFailed is a EventCode enum value EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED" // EventCodeFleetActivationFailedNoInstances is a EventCode enum value EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES" // EventCodeFleetNewGameSessionProtectionPolicyUpdated is a EventCode enum value EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" // EventCodeServerProcessInvalidPath is a EventCode enum value EventCodeServerProcessInvalidPath = "SERVER_PROCESS_INVALID_PATH" // EventCodeServerProcessSdkInitializationTimeout is a EventCode enum value EventCodeServerProcessSdkInitializationTimeout = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT" // EventCodeServerProcessProcessReadyTimeout is a EventCode enum value EventCodeServerProcessProcessReadyTimeout = "SERVER_PROCESS_PROCESS_READY_TIMEOUT" // EventCodeServerProcessCrashed is a EventCode enum value EventCodeServerProcessCrashed = "SERVER_PROCESS_CRASHED" // EventCodeServerProcessTerminatedUnhealthy is a EventCode enum value EventCodeServerProcessTerminatedUnhealthy = "SERVER_PROCESS_TERMINATED_UNHEALTHY" // EventCodeServerProcessForceTerminated is a EventCode enum value EventCodeServerProcessForceTerminated = "SERVER_PROCESS_FORCE_TERMINATED" // EventCodeServerProcessProcessExitTimeout is a EventCode enum value EventCodeServerProcessProcessExitTimeout = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT" // EventCodeGameSessionActivationTimeout is a EventCode enum value EventCodeGameSessionActivationTimeout = "GAME_SESSION_ACTIVATION_TIMEOUT" )
const ( // FleetStatusNew is a FleetStatus enum value FleetStatusNew = "NEW" // FleetStatusDownloading is a FleetStatus enum value FleetStatusDownloading = "DOWNLOADING" // FleetStatusValidating is a FleetStatus enum value FleetStatusValidating = "VALIDATING" // FleetStatusBuilding is a FleetStatus enum value FleetStatusBuilding = "BUILDING" // FleetStatusActivating is a FleetStatus enum value FleetStatusActivating = "ACTIVATING" // FleetStatusActive is a FleetStatus enum value FleetStatusActive = "ACTIVE" // FleetStatusDeleting is a FleetStatus enum value FleetStatusDeleting = "DELETING" // FleetStatusError is a FleetStatus enum value FleetStatusError = "ERROR" // FleetStatusTerminated is a FleetStatus enum value FleetStatusTerminated = "TERMINATED" )
const ( // GameSessionPlacementStatePending is a GameSessionPlacementState enum value GameSessionPlacementStatePending = "PENDING" // GameSessionPlacementStateFulfilled is a GameSessionPlacementState enum value GameSessionPlacementStateFulfilled = "FULFILLED" // GameSessionPlacementStateCancelled is a GameSessionPlacementState enum value GameSessionPlacementStateCancelled = "CANCELLED" // GameSessionPlacementStateTimedOut is a GameSessionPlacementState enum value GameSessionPlacementStateTimedOut = "TIMED_OUT" )
const ( // GameSessionStatusActive is a GameSessionStatus enum value GameSessionStatusActive = "ACTIVE" // GameSessionStatusActivating is a GameSessionStatus enum value GameSessionStatusActivating = "ACTIVATING" // GameSessionStatusTerminated is a GameSessionStatus enum value GameSessionStatusTerminated = "TERMINATED" // GameSessionStatusTerminating is a GameSessionStatus enum value GameSessionStatusTerminating = "TERMINATING" // GameSessionStatusError is a GameSessionStatus enum value GameSessionStatusError = "ERROR" )
const ( // InstanceStatusPending is a InstanceStatus enum value InstanceStatusPending = "PENDING" // InstanceStatusActive is a InstanceStatus enum value InstanceStatusActive = "ACTIVE" // InstanceStatusTerminating is a InstanceStatus enum value InstanceStatusTerminating = "TERMINATING" )
const ( // IpProtocolTcp is a IpProtocol enum value IpProtocolTcp = "TCP" // IpProtocolUdp is a IpProtocol enum value IpProtocolUdp = "UDP" )
const ( // MetricNameActivatingGameSessions is a MetricName enum value MetricNameActivatingGameSessions = "ActivatingGameSessions" // MetricNameActiveGameSessions is a MetricName enum value MetricNameActiveGameSessions = "ActiveGameSessions" // MetricNameActiveInstances is a MetricName enum value MetricNameActiveInstances = "ActiveInstances" // MetricNameAvailableGameSessions is a MetricName enum value MetricNameAvailableGameSessions = "AvailableGameSessions" // MetricNameAvailablePlayerSessions is a MetricName enum value MetricNameAvailablePlayerSessions = "AvailablePlayerSessions" // MetricNameCurrentPlayerSessions is a MetricName enum value MetricNameCurrentPlayerSessions = "CurrentPlayerSessions" // MetricNameIdleInstances is a MetricName enum value MetricNameIdleInstances = "IdleInstances" // MetricNamePercentAvailableGameSessions is a MetricName enum value MetricNamePercentAvailableGameSessions = "PercentAvailableGameSessions" // MetricNamePercentIdleInstances is a MetricName enum value MetricNamePercentIdleInstances = "PercentIdleInstances" // MetricNameQueueDepth is a MetricName enum value MetricNameQueueDepth = "QueueDepth" // MetricNameWaitTime is a MetricName enum value MetricNameWaitTime = "WaitTime" )
const ( // OperatingSystemWindows2012 is a OperatingSystem enum value OperatingSystemWindows2012 = "WINDOWS_2012" // OperatingSystemAmazonLinux is a OperatingSystem enum value OperatingSystemAmazonLinux = "AMAZON_LINUX" )
const ( // PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL" // PlayerSessionCreationPolicyDenyAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyDenyAll = "DENY_ALL" )
const ( // PlayerSessionStatusReserved is a PlayerSessionStatus enum value PlayerSessionStatusReserved = "RESERVED" // PlayerSessionStatusActive is a PlayerSessionStatus enum value PlayerSessionStatusActive = "ACTIVE" // PlayerSessionStatusCompleted is a PlayerSessionStatus enum value PlayerSessionStatusCompleted = "COMPLETED" // PlayerSessionStatusTimedout is a PlayerSessionStatus enum value PlayerSessionStatusTimedout = "TIMEDOUT" )
const ( // ProtectionPolicyNoProtection is a ProtectionPolicy enum value ProtectionPolicyNoProtection = "NoProtection" // ProtectionPolicyFullProtection is a ProtectionPolicy enum value ProtectionPolicyFullProtection = "FullProtection" )
const ( // RoutingStrategyTypeSimple is a RoutingStrategyType enum value RoutingStrategyTypeSimple = "SIMPLE" // RoutingStrategyTypeTerminal is a RoutingStrategyType enum value RoutingStrategyTypeTerminal = "TERMINAL" )
const ( // ScalingAdjustmentTypeChangeInCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity" // ScalingAdjustmentTypeExactCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypeExactCapacity = "ExactCapacity" // ScalingAdjustmentTypePercentChangeInCapacity is a ScalingAdjustmentType enum value ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity" )
const ( // ScalingStatusTypeActive is a ScalingStatusType enum value ScalingStatusTypeActive = "ACTIVE" // ScalingStatusTypeUpdateRequested is a ScalingStatusType enum value ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED" // ScalingStatusTypeUpdating is a ScalingStatusType enum value ScalingStatusTypeUpdating = "UPDATING" // ScalingStatusTypeDeleteRequested is a ScalingStatusType enum value ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED" // ScalingStatusTypeDeleting is a ScalingStatusType enum value ScalingStatusTypeDeleting = "DELETING" // ScalingStatusTypeDeleted is a ScalingStatusType enum value ScalingStatusTypeDeleted = "DELETED" // ScalingStatusTypeError is a ScalingStatusType enum value ScalingStatusTypeError = "ERROR" )
const ( // ErrCodeConflictException for service response error code // "ConflictException". // // The requested operation would cause a conflict with the current state of // a service resource associated with the request. Resolve the conflict before // retrying this request. ErrCodeConflictException = "ConflictException" // ErrCodeFleetCapacityExceededException for service response error code // "FleetCapacityExceededException". // // The specified fleet has no available instances to fulfill a CreateGameSession // request. Clients can retry such requests immediately or after a waiting period. ErrCodeFleetCapacityExceededException = "FleetCapacityExceededException" // ErrCodeGameSessionFullException for service response error code // "GameSessionFullException". // // The game instance is currently full and cannot allow the requested player(s) // to join. Clients can retry such requests immediately or after a waiting period. ErrCodeGameSessionFullException = "GameSessionFullException" // ErrCodeIdempotentParameterMismatchException for service response error code // "IdempotentParameterMismatchException". // // A game session with this custom ID string already exists in this fleet. Resolve // this conflict before retrying this request. ErrCodeIdempotentParameterMismatchException = "IdempotentParameterMismatchException" // ErrCodeInternalServiceException for service response error code // "InternalServiceException". // // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. ErrCodeInternalServiceException = "InternalServiceException" // ErrCodeInvalidFleetStatusException for service response error code // "InvalidFleetStatusException". // // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. ErrCodeInvalidFleetStatusException = "InvalidFleetStatusException" // ErrCodeInvalidGameSessionStatusException for service response error code // "InvalidGameSessionStatusException". // // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the game instance. Resolve // the conflict before retrying. ErrCodeInvalidGameSessionStatusException = "InvalidGameSessionStatusException" // ErrCodeInvalidRequestException for service response error code // "InvalidRequestException". // // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. ErrCodeInvalidRequestException = "InvalidRequestException" // ErrCodeLimitExceededException for service response error code // "LimitExceededException". // // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. ErrCodeLimitExceededException = "LimitExceededException" // ErrCodeNotFoundException for service response error code // "NotFoundException". // // A service resource associated with the request could not be found. Clients // should not retry such requests. ErrCodeNotFoundException = "NotFoundException" // ErrCodeTerminalRoutingStrategyException for service response error code // "TerminalRoutingStrategyException". // // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. ErrCodeTerminalRoutingStrategyException = "TerminalRoutingStrategyException" // "UnauthorizedException". // // The client failed authentication. Clients should not retry such requests. ErrCodeUnauthorizedException = "UnauthorizedException" )
const ( ServiceName = "gamelift" // Service endpoint prefix API calls made to. EndpointsID = ServiceName // Service ID for Regions and Endpoints metadata. )
Service information constants
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Alias ¶
type Alias struct { // Unique identifier for an alias; alias ARNs are unique across all regions. AliasArn *string `min:"1" type:"string"` // Unique identifier for an alias; alias IDs are unique within a region. AliasId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of an alias. Description *string `type:"string"` // Time stamp indicating when this data object was last modified. Format is // a number expressed in Unix time as milliseconds (for example "1469498468.057"). LastUpdatedTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Alias configuration for the alias, including routing type and settings. RoutingStrategy *RoutingStrategy `type:"structure"` // contains filtered or unexported fields }
Properties describing a fleet alias.
Alias-related operations include:
CreateAlias
ListAliases
DescribeAlias
UpdateAlias
DeleteAlias
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Alias
func (*Alias) SetAliasArn ¶
SetAliasArn sets the AliasArn field's value.
func (*Alias) SetAliasId ¶
SetAliasId sets the AliasId field's value.
func (*Alias) SetCreationTime ¶
SetCreationTime sets the CreationTime field's value.
func (*Alias) SetDescription ¶
SetDescription sets the Description field's value.
func (*Alias) SetLastUpdatedTime ¶
SetLastUpdatedTime sets the LastUpdatedTime field's value.
func (*Alias) SetRoutingStrategy ¶
func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias
SetRoutingStrategy sets the RoutingStrategy field's value.
type 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 sometimes used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AwsCredentials
func (AwsCredentials) GoString ¶
func (s AwsCredentials) GoString() string
GoString returns the string representation
func (*AwsCredentials) SetAccessKeyId ¶
func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials
SetAccessKeyId sets the AccessKeyId field's value.
func (*AwsCredentials) SetSecretAccessKey ¶
func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials
SetSecretAccessKey sets the SecretAccessKey field's value.
func (*AwsCredentials) SetSessionToken ¶
func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials
SetSessionToken sets the SessionToken field's value.
func (AwsCredentials) String ¶
func (s AwsCredentials) String() string
String returns the string representation
type Build ¶
type Build struct { // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Descriptive label that is associated with a build. Build names do not need // to be unique. It can be set using CreateBuild or UpdateBuild. Name *string `type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // File size of the uploaded game build, expressed in bytes. When the build // status is INITIALIZED, this value is 0. SizeOnDisk *int64 `min:"1" type:"long"` // Current status of the build. // // Possible build statuses include the following: // // * INITIALIZED – A new build has been defined, but no files have been uploaded. // You cannot create fleets for builds that are in this status. When a build // is successfully created, the build status is set to this value. // // * READY – The game build has been successfully uploaded. You can now create // new fleets for this build. // // * FAILED – The game build upload failed. You cannot create new fleets // for this build. Status *string `type:"string" enum:"BuildStatus"` // Version that is associated with this build. Version strings do not need to // be unique. This value can be set using CreateBuild or UpdateBuild. Version *string `type:"string"` // contains filtered or unexported fields }
Properties describing a game build.
Build-related operations include:
CreateBuild
ListBuilds
DescribeBuild
UpdateBuild
DeleteBuild
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Build
func (*Build) SetBuildId ¶
SetBuildId sets the BuildId field's value.
func (*Build) SetCreationTime ¶
SetCreationTime sets the CreationTime field's value.
func (*Build) SetOperatingSystem ¶
SetOperatingSystem sets the OperatingSystem field's value.
func (*Build) SetSizeOnDisk ¶
SetSizeOnDisk sets the SizeOnDisk field's value.
func (*Build) SetVersion ¶
SetVersion sets the Version field's value.
type CreateAliasInput ¶
type CreateAliasInput struct { // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Object that specifies the fleet and routing type to use for the alias. // // RoutingStrategy is a required field RoutingStrategy *RoutingStrategy `type:"structure" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasInput
func (CreateAliasInput) GoString ¶
func (s CreateAliasInput) GoString() string
GoString returns the string representation
func (*CreateAliasInput) SetDescription ¶
func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput
SetDescription sets the Description field's value.
func (*CreateAliasInput) SetName ¶
func (s *CreateAliasInput) SetName(v string) *CreateAliasInput
SetName sets the Name field's value.
func (*CreateAliasInput) SetRoutingStrategy ¶
func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput
SetRoutingStrategy sets the RoutingStrategy field's value.
func (CreateAliasInput) String ¶
func (s CreateAliasInput) String() string
String returns the string representation
func (*CreateAliasInput) Validate ¶
func (s *CreateAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateAliasOutput ¶
type CreateAliasOutput struct { // Object that describes the newly created alias record. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasOutput
func (CreateAliasOutput) GoString ¶
func (s CreateAliasOutput) GoString() string
GoString returns the string representation
func (*CreateAliasOutput) SetAlias ¶
func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput
SetAlias sets the Alias field's value.
func (CreateAliasOutput) String ¶
func (s CreateAliasOutput) String() string
String returns the string representation
type CreateBuildInput ¶
type CreateBuildInput struct { // Descriptive label that is associated with a build. Build names do not need // to be unique. You can use UpdateBuild to change this value later. Name *string `min:"1" type:"string"` // Operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. // If your game build contains multiple executables, they all must run on the // same operating system. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Amazon S3 location of the game build files to be uploaded. The S3 bucket // must be owned by the same AWS account that you're using to manage Amazon // GameLift. It also must in the same region that you want to create a new build // in. Before calling CreateBuild with this location, you must allow Amazon // GameLift to access your Amazon S3 bucket (see Create a Build with Files in // Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)). StorageLocation *S3Location `type:"structure"` // Version that is associated with this build. Version strings do not need to // be unique. You can use UpdateBuild to change this value later. Version *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildInput
func (CreateBuildInput) GoString ¶
func (s CreateBuildInput) GoString() string
GoString returns the string representation
func (*CreateBuildInput) SetName ¶
func (s *CreateBuildInput) SetName(v string) *CreateBuildInput
SetName sets the Name field's value.
func (*CreateBuildInput) SetOperatingSystem ¶
func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput
SetOperatingSystem sets the OperatingSystem field's value.
func (*CreateBuildInput) SetStorageLocation ¶
func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput
SetStorageLocation sets the StorageLocation field's value.
func (*CreateBuildInput) SetVersion ¶
func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput
SetVersion sets the Version field's value.
func (CreateBuildInput) String ¶
func (s CreateBuildInput) String() string
String returns the string representation
func (*CreateBuildInput) Validate ¶
func (s *CreateBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateBuildOutput ¶
type CreateBuildOutput struct { // The newly created build record, including a unique build ID and status. Build *Build `type:"structure"` // Amazon S3 location specified in the request. StorageLocation *S3Location `type:"structure"` // This element is not currently in use. UploadCredentials *AwsCredentials `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildOutput
func (CreateBuildOutput) GoString ¶
func (s CreateBuildOutput) GoString() string
GoString returns the string representation
func (*CreateBuildOutput) SetBuild ¶
func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput
SetBuild sets the Build field's value.
func (*CreateBuildOutput) SetStorageLocation ¶
func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput
SetStorageLocation sets the StorageLocation field's value.
func (*CreateBuildOutput) SetUploadCredentials ¶
func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput
SetUploadCredentials sets the UploadCredentials field's value.
func (CreateBuildOutput) String ¶
func (s CreateBuildOutput) String() string
String returns the string representation
type CreateFleetInput ¶
type CreateFleetInput struct { // Unique identifier for a build to be deployed on the new fleet. The build // must have been successfully uploaded to Amazon GameLift and be in a READY // status. This fleet setting cannot be changed once the fleet is created. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Range of IP addresses and port settings that permit inbound traffic to access // server processes running on the fleet. If no inbound permissions are set, // including both IP address range and port range, the server processes in the // fleet cannot accept connections. You can specify one or more sets of permissions // for a fleet. EC2InboundPermissions []*IpPermission `type:"list"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. // // EC2InstanceType is a required field EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` // This parameter is no longer used. Instead, to specify where Amazon GameLift // should store log files once a server process shuts down, use the Amazon GameLift // server API ProcessReady() and specify one or more directory paths in logParameters. // See more information in the Server API Reference (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). LogPaths []*string `type:"list"` // Names of metric groups to add this fleet to. Use an existing metric group // name to add this fleet to the group, or use a new name to create a new metric // group. Currently, a fleet can only be included in one metric group at a time. MetricGroups []*string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Game session protection policy to apply to all instances in this fleet. If // this parameter is not set, instances in this fleet default to no protection. // You can change a fleet's protection policy using UpdateFleetAttributes, but // this change will only affect sessions created after the policy change. You // can also set protection for individual instances using UpdateGameSession. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Policy that limits the number of game sessions an individual player can create // over a span of time for this fleet. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Instructions for launching server processes on each instance in the fleet. // The 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetInput
func (CreateFleetInput) GoString ¶
func (s CreateFleetInput) GoString() string
GoString returns the string representation
func (*CreateFleetInput) SetBuildId ¶
func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput
SetBuildId sets the BuildId field's value.
func (*CreateFleetInput) SetDescription ¶
func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput
SetDescription sets the Description field's value.
func (*CreateFleetInput) SetEC2InboundPermissions ¶
func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput
SetEC2InboundPermissions sets the EC2InboundPermissions field's value.
func (*CreateFleetInput) SetEC2InstanceType ¶
func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput
SetEC2InstanceType sets the EC2InstanceType field's value.
func (*CreateFleetInput) SetLogPaths ¶
func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput
SetLogPaths sets the LogPaths field's value.
func (*CreateFleetInput) SetMetricGroups ¶
func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput
SetMetricGroups sets the MetricGroups field's value.
func (*CreateFleetInput) SetName ¶
func (s *CreateFleetInput) SetName(v string) *CreateFleetInput
SetName sets the Name field's value.
func (*CreateFleetInput) SetNewGameSessionProtectionPolicy ¶
func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput
SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
func (*CreateFleetInput) SetResourceCreationLimitPolicy ¶
func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput
SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
func (*CreateFleetInput) SetRuntimeConfiguration ¶
func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput
SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
func (*CreateFleetInput) SetServerLaunchParameters ¶
func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput
SetServerLaunchParameters sets the ServerLaunchParameters field's value.
func (*CreateFleetInput) SetServerLaunchPath ¶
func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput
SetServerLaunchPath sets the ServerLaunchPath field's value.
func (CreateFleetInput) String ¶
func (s CreateFleetInput) String() string
String returns the string representation
func (*CreateFleetInput) Validate ¶
func (s *CreateFleetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateFleetOutput ¶
type CreateFleetOutput struct { // Properties for the newly created fleet. FleetAttributes *FleetAttributes `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetOutput
func (CreateFleetOutput) GoString ¶
func (s CreateFleetOutput) GoString() string
GoString returns the string representation
func (*CreateFleetOutput) SetFleetAttributes ¶
func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetOutput
SetFleetAttributes sets the FleetAttributes field's value.
func (CreateFleetOutput) String ¶
func (s CreateFleetOutput) String() string
String returns the string representation
type CreateGameSessionInput ¶
type CreateGameSessionInput struct { // Unique identifier for an alias associated with the fleet to create a game // session in. Each request must reference either a fleet ID or alias ID, but // not both. AliasId *string `type:"string"` // Unique identifier for a player or entity creating the game session. This // ID is used to enforce a resource protection policy (if one exists) that limits // the number of concurrent active game sessions one player can have. CreatorId *string `min:"1" type:"string"` // Unique identifier for a fleet to create a game session in. Each request must // reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // Set of developer-defined properties for a game session. These properties // are passed to the server process hosting the game session. GameProperties []*GameProperty `type:"list"` // This parameter is no longer preferred. Please use IdempotencyToken instead. // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included // in the new game session's ID. (A game session ID has the following format: // arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency // token>.) GameSessionId *string `min:"1" type:"string"` // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included // in the new game session's ID. (A game session ID has the following format: // arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency // token>.) IdempotencyToken *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. Name *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionInput
func (CreateGameSessionInput) GoString ¶
func (s CreateGameSessionInput) GoString() string
GoString returns the string representation
func (*CreateGameSessionInput) SetAliasId ¶
func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput
SetAliasId sets the AliasId field's value.
func (*CreateGameSessionInput) SetCreatorId ¶
func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput
SetCreatorId sets the CreatorId field's value.
func (*CreateGameSessionInput) SetFleetId ¶
func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput
SetFleetId sets the FleetId field's value.
func (*CreateGameSessionInput) SetGameProperties ¶
func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput
SetGameProperties sets the GameProperties field's value.
func (*CreateGameSessionInput) SetGameSessionId ¶
func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput
SetGameSessionId sets the GameSessionId field's value.
func (*CreateGameSessionInput) SetIdempotencyToken ¶
func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput
SetIdempotencyToken sets the IdempotencyToken field's value.
func (*CreateGameSessionInput) SetMaximumPlayerSessionCount ¶
func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (*CreateGameSessionInput) SetName ¶
func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput
SetName sets the Name field's value.
func (CreateGameSessionInput) String ¶
func (s CreateGameSessionInput) String() string
String returns the string representation
func (*CreateGameSessionInput) Validate ¶
func (s *CreateGameSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateGameSessionOutput ¶
type CreateGameSessionOutput struct { // Object that describes the newly created game session record. GameSession *GameSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionOutput
func (CreateGameSessionOutput) GoString ¶
func (s CreateGameSessionOutput) GoString() string
GoString returns the string representation
func (*CreateGameSessionOutput) SetGameSession ¶
func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSessionOutput
SetGameSession sets the GameSession field's value.
func (CreateGameSessionOutput) String ¶
func (s CreateGameSessionOutput) String() string
String returns the string representation
type CreateGameSessionQueueInput ¶
type CreateGameSessionQueueInput struct { // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` // Descriptive label that is associated with queue. Queue names must be unique // within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. A player latency policy must set a value // for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API // requests will fail. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueInput
func (CreateGameSessionQueueInput) GoString ¶
func (s CreateGameSessionQueueInput) GoString() string
GoString returns the string representation
func (*CreateGameSessionQueueInput) SetDestinations ¶
func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput
SetDestinations sets the Destinations field's value.
func (*CreateGameSessionQueueInput) SetName ¶
func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput
SetName sets the Name field's value.
func (*CreateGameSessionQueueInput) SetPlayerLatencyPolicies ¶
func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput
SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.
func (*CreateGameSessionQueueInput) SetTimeoutInSeconds ¶
func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput
SetTimeoutInSeconds sets the TimeoutInSeconds field's value.
func (CreateGameSessionQueueInput) String ¶
func (s CreateGameSessionQueueInput) String() string
String returns the string representation
func (*CreateGameSessionQueueInput) Validate ¶
func (s *CreateGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreateGameSessionQueueOutput ¶
type CreateGameSessionQueueOutput struct { // Object that describes the newly created game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueOutput
func (CreateGameSessionQueueOutput) GoString ¶
func (s CreateGameSessionQueueOutput) GoString() string
GoString returns the string representation
func (*CreateGameSessionQueueOutput) SetGameSessionQueue ¶
func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput
SetGameSessionQueue sets the GameSessionQueue field's value.
func (CreateGameSessionQueueOutput) String ¶
func (s CreateGameSessionQueueOutput) String() string
String returns the string representation
type CreatePlayerSessionInput ¶
type CreatePlayerSessionInput struct { // Unique identifier for the game session to add a player to. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player. Player IDs are developer-defined. // // PlayerId is a required field PlayerId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionInput
func (CreatePlayerSessionInput) GoString ¶
func (s CreatePlayerSessionInput) GoString() string
GoString returns the string representation
func (*CreatePlayerSessionInput) SetGameSessionId ¶
func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput
SetGameSessionId sets the GameSessionId field's value.
func (*CreatePlayerSessionInput) SetPlayerData ¶
func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput
SetPlayerData sets the PlayerData field's value.
func (*CreatePlayerSessionInput) SetPlayerId ¶
func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput
SetPlayerId sets the PlayerId field's value.
func (CreatePlayerSessionInput) String ¶
func (s CreatePlayerSessionInput) String() string
String returns the string representation
func (*CreatePlayerSessionInput) Validate ¶
func (s *CreatePlayerSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreatePlayerSessionOutput ¶
type CreatePlayerSessionOutput struct { // Object that describes the newly created player session record. PlayerSession *PlayerSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionOutput
func (CreatePlayerSessionOutput) GoString ¶
func (s CreatePlayerSessionOutput) GoString() string
GoString returns the string representation
func (*CreatePlayerSessionOutput) SetPlayerSession ¶
func (s *CreatePlayerSessionOutput) SetPlayerSession(v *PlayerSession) *CreatePlayerSessionOutput
SetPlayerSession sets the PlayerSession field's value.
func (CreatePlayerSessionOutput) String ¶
func (s CreatePlayerSessionOutput) String() string
String returns the string representation
type CreatePlayerSessionsInput ¶
type CreatePlayerSessionsInput struct { // Unique identifier for the game session to add players to. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Map of string pairs, each specifying a player ID and a set of developer-defined // information related to the player. Amazon GameLift does not use this data, // so it can be formatted as needed for use in the game. Player data strings // for player IDs not included in the PlayerIds parameter are ignored. PlayerDataMap map[string]*string `type:"map"` // List of unique identifiers for the players to be added. // // PlayerIds is a required field PlayerIds []*string `min:"1" type:"list" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsInput
func (CreatePlayerSessionsInput) GoString ¶
func (s CreatePlayerSessionsInput) GoString() string
GoString returns the string representation
func (*CreatePlayerSessionsInput) SetGameSessionId ¶
func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput
SetGameSessionId sets the GameSessionId field's value.
func (*CreatePlayerSessionsInput) SetPlayerDataMap ¶
func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput
SetPlayerDataMap sets the PlayerDataMap field's value.
func (*CreatePlayerSessionsInput) SetPlayerIds ¶
func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput
SetPlayerIds sets the PlayerIds field's value.
func (CreatePlayerSessionsInput) String ¶
func (s CreatePlayerSessionsInput) String() string
String returns the string representation
func (*CreatePlayerSessionsInput) Validate ¶
func (s *CreatePlayerSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type CreatePlayerSessionsOutput ¶
type CreatePlayerSessionsOutput struct { // Collection of player session objects created for the added players. PlayerSessions []*PlayerSession `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsOutput
func (CreatePlayerSessionsOutput) GoString ¶
func (s CreatePlayerSessionsOutput) GoString() string
GoString returns the string representation
func (*CreatePlayerSessionsOutput) SetPlayerSessions ¶
func (s *CreatePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *CreatePlayerSessionsOutput
SetPlayerSessions sets the PlayerSessions field's value.
func (CreatePlayerSessionsOutput) String ¶
func (s CreatePlayerSessionsOutput) String() string
String returns the string representation
type DeleteAliasInput ¶
type DeleteAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to delete. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasInput
func (DeleteAliasInput) GoString ¶
func (s DeleteAliasInput) GoString() string
GoString returns the string representation
func (*DeleteAliasInput) SetAliasId ¶
func (s *DeleteAliasInput) SetAliasId(v string) *DeleteAliasInput
SetAliasId sets the AliasId field's value.
func (DeleteAliasInput) String ¶
func (s DeleteAliasInput) String() string
String returns the string representation
func (*DeleteAliasInput) Validate ¶
func (s *DeleteAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteAliasOutput ¶
type DeleteAliasOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasOutput
func (DeleteAliasOutput) GoString ¶
func (s DeleteAliasOutput) GoString() string
GoString returns the string representation
func (DeleteAliasOutput) String ¶
func (s DeleteAliasOutput) String() string
String returns the string representation
type DeleteBuildInput ¶
type DeleteBuildInput struct { // Unique identifier for a build to delete. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildInput
func (DeleteBuildInput) GoString ¶
func (s DeleteBuildInput) GoString() string
GoString returns the string representation
func (*DeleteBuildInput) SetBuildId ¶
func (s *DeleteBuildInput) SetBuildId(v string) *DeleteBuildInput
SetBuildId sets the BuildId field's value.
func (DeleteBuildInput) String ¶
func (s DeleteBuildInput) String() string
String returns the string representation
func (*DeleteBuildInput) Validate ¶
func (s *DeleteBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteBuildOutput ¶
type DeleteBuildOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildOutput
func (DeleteBuildOutput) GoString ¶
func (s DeleteBuildOutput) GoString() string
GoString returns the string representation
func (DeleteBuildOutput) String ¶
func (s DeleteBuildOutput) String() string
String returns the string representation
type DeleteFleetInput ¶
type DeleteFleetInput struct { // Unique identifier for a fleet to be deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetInput
func (DeleteFleetInput) GoString ¶
func (s DeleteFleetInput) GoString() string
GoString returns the string representation
func (*DeleteFleetInput) SetFleetId ¶
func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput
SetFleetId sets the FleetId field's value.
func (DeleteFleetInput) String ¶
func (s DeleteFleetInput) String() string
String returns the string representation
func (*DeleteFleetInput) Validate ¶
func (s *DeleteFleetInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteFleetOutput ¶
type DeleteFleetOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetOutput
func (DeleteFleetOutput) GoString ¶
func (s DeleteFleetOutput) GoString() string
GoString returns the string representation
func (DeleteFleetOutput) String ¶
func (s DeleteFleetOutput) String() string
String returns the string representation
type DeleteGameSessionQueueInput ¶
type DeleteGameSessionQueueInput struct { // Descriptive label that is associated with queue. Queue names must be unique // within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueInput
func (DeleteGameSessionQueueInput) GoString ¶
func (s DeleteGameSessionQueueInput) GoString() string
GoString returns the string representation
func (*DeleteGameSessionQueueInput) SetName ¶
func (s *DeleteGameSessionQueueInput) SetName(v string) *DeleteGameSessionQueueInput
SetName sets the Name field's value.
func (DeleteGameSessionQueueInput) String ¶
func (s DeleteGameSessionQueueInput) String() string
String returns the string representation
func (*DeleteGameSessionQueueInput) Validate ¶
func (s *DeleteGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteGameSessionQueueOutput ¶
type DeleteGameSessionQueueOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueOutput
func (DeleteGameSessionQueueOutput) GoString ¶
func (s DeleteGameSessionQueueOutput) GoString() string
GoString returns the string representation
func (DeleteGameSessionQueueOutput) String ¶
func (s DeleteGameSessionQueueOutput) String() string
String returns the string representation
type DeleteScalingPolicyInput ¶
type DeleteScalingPolicyInput struct { // Unique identifier for a fleet to be deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyInput
func (DeleteScalingPolicyInput) GoString ¶
func (s DeleteScalingPolicyInput) GoString() string
GoString returns the string representation
func (*DeleteScalingPolicyInput) SetFleetId ¶
func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput
SetFleetId sets the FleetId field's value.
func (*DeleteScalingPolicyInput) SetName ¶
func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput
SetName sets the Name field's value.
func (DeleteScalingPolicyInput) String ¶
func (s DeleteScalingPolicyInput) String() string
String returns the string representation
func (*DeleteScalingPolicyInput) Validate ¶
func (s *DeleteScalingPolicyInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DeleteScalingPolicyOutput ¶
type DeleteScalingPolicyOutput struct {
// contains filtered or unexported fields
}
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyOutput
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 is a required field AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasInput
func (DescribeAliasInput) GoString ¶
func (s DescribeAliasInput) GoString() string
GoString returns the string representation
func (*DescribeAliasInput) SetAliasId ¶
func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput
SetAliasId sets the AliasId field's value.
func (DescribeAliasInput) String ¶
func (s DescribeAliasInput) String() string
String returns the string representation
func (*DescribeAliasInput) Validate ¶
func (s *DescribeAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeAliasOutput ¶
type DescribeAliasOutput struct { // Object that contains the requested alias. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasOutput
func (DescribeAliasOutput) GoString ¶
func (s DescribeAliasOutput) GoString() string
GoString returns the string representation
func (*DescribeAliasOutput) SetAlias ¶
func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput
SetAlias sets the Alias field's value.
func (DescribeAliasOutput) String ¶
func (s DescribeAliasOutput) String() string
String returns the string representation
type DescribeBuildInput ¶
type DescribeBuildInput struct { // Unique identifier for a build to retrieve properties for. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildInput
func (DescribeBuildInput) GoString ¶
func (s DescribeBuildInput) GoString() string
GoString returns the string representation
func (*DescribeBuildInput) SetBuildId ¶
func (s *DescribeBuildInput) SetBuildId(v string) *DescribeBuildInput
SetBuildId sets the BuildId field's value.
func (DescribeBuildInput) String ¶
func (s DescribeBuildInput) String() string
String returns the string representation
func (*DescribeBuildInput) Validate ¶
func (s *DescribeBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeBuildOutput ¶
type DescribeBuildOutput struct { // Set of properties describing the requested build. Build *Build `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildOutput
func (DescribeBuildOutput) GoString ¶
func (s DescribeBuildOutput) GoString() string
GoString returns the string representation
func (*DescribeBuildOutput) SetBuild ¶
func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput
SetBuild sets the Build field's value.
func (DescribeBuildOutput) String ¶
func (s DescribeBuildOutput) String() string
String returns the string representation
type DescribeEC2InstanceLimitsInput ¶
type DescribeEC2InstanceLimitsInput struct { // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave // this parameter blank to retrieve limits for all types. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsInput
func (DescribeEC2InstanceLimitsInput) GoString ¶
func (s DescribeEC2InstanceLimitsInput) GoString() string
GoString returns the string representation
func (*DescribeEC2InstanceLimitsInput) SetEC2InstanceType ¶
func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput
SetEC2InstanceType sets the EC2InstanceType field's value.
func (DescribeEC2InstanceLimitsInput) String ¶
func (s DescribeEC2InstanceLimitsInput) String() string
String returns the string representation
type DescribeEC2InstanceLimitsOutput ¶
type DescribeEC2InstanceLimitsOutput struct { // Object that contains the maximum number of instances for the specified instance // type. EC2InstanceLimits []*EC2InstanceLimit `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsOutput
func (DescribeEC2InstanceLimitsOutput) GoString ¶
func (s DescribeEC2InstanceLimitsOutput) GoString() string
GoString returns the string representation
func (*DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits ¶
func (s *DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits(v []*EC2InstanceLimit) *DescribeEC2InstanceLimitsOutput
SetEC2InstanceLimits sets the EC2InstanceLimits field's value.
func (DescribeEC2InstanceLimitsOutput) String ¶
func (s DescribeEC2InstanceLimitsOutput) String() string
String returns the string representation
type DescribeFleetAttributesInput ¶
type DescribeFleetAttributesInput struct { // Unique identifier for a fleet(s) to retrieve attributes for. To request attributes // for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesInput
func (DescribeFleetAttributesInput) GoString ¶
func (s DescribeFleetAttributesInput) GoString() string
GoString returns the string representation
func (*DescribeFleetAttributesInput) SetFleetIds ¶
func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput
SetFleetIds sets the FleetIds field's value.
func (*DescribeFleetAttributesInput) SetLimit ¶
func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput
SetLimit sets the Limit field's value.
func (*DescribeFleetAttributesInput) SetNextToken ¶
func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput
SetNextToken sets the NextToken field's value.
func (DescribeFleetAttributesInput) String ¶
func (s DescribeFleetAttributesInput) String() string
String returns the string representation
func (*DescribeFleetAttributesInput) Validate ¶
func (s *DescribeFleetAttributesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetAttributesOutput ¶
type DescribeFleetAttributesOutput struct { // Collection of objects containing attribute metadata for each requested fleet // ID. FleetAttributes []*FleetAttributes `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesOutput
func (DescribeFleetAttributesOutput) GoString ¶
func (s DescribeFleetAttributesOutput) GoString() string
GoString returns the string representation
func (*DescribeFleetAttributesOutput) SetFleetAttributes ¶
func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput
SetFleetAttributes sets the FleetAttributes field's value.
func (*DescribeFleetAttributesOutput) SetNextToken ¶
func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput
SetNextToken sets the NextToken field's value.
func (DescribeFleetAttributesOutput) String ¶
func (s DescribeFleetAttributesOutput) String() string
String returns the string representation
type DescribeFleetCapacityInput ¶
type DescribeFleetCapacityInput struct { // Unique identifier for a fleet(s) to retrieve capacity information for. To // request capacity information for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityInput
func (DescribeFleetCapacityInput) GoString ¶
func (s DescribeFleetCapacityInput) GoString() string
GoString returns the string representation
func (*DescribeFleetCapacityInput) SetFleetIds ¶
func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput
SetFleetIds sets the FleetIds field's value.
func (*DescribeFleetCapacityInput) SetLimit ¶
func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput
SetLimit sets the Limit field's value.
func (*DescribeFleetCapacityInput) SetNextToken ¶
func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput
SetNextToken sets the NextToken field's value.
func (DescribeFleetCapacityInput) String ¶
func (s DescribeFleetCapacityInput) String() string
String returns the string representation
func (*DescribeFleetCapacityInput) Validate ¶
func (s *DescribeFleetCapacityInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetCapacityOutput ¶
type DescribeFleetCapacityOutput struct { // Collection of objects containing capacity information for each requested // fleet ID. Leave this parameter empty to retrieve capacity information for // all fleets. FleetCapacity []*FleetCapacity `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityOutput
func (DescribeFleetCapacityOutput) GoString ¶
func (s DescribeFleetCapacityOutput) GoString() string
GoString returns the string representation
func (*DescribeFleetCapacityOutput) SetFleetCapacity ¶
func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput
SetFleetCapacity sets the FleetCapacity field's value.
func (*DescribeFleetCapacityOutput) SetNextToken ¶
func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput
SetNextToken sets the NextToken field's value.
func (DescribeFleetCapacityOutput) String ¶
func (s DescribeFleetCapacityOutput) String() string
String returns the string representation
type DescribeFleetEventsInput ¶
type DescribeFleetEventsInput struct { // Most recent date to retrieve event logs for. If no end time is specified, // this call returns entries from the specified start time up to the present. // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet to get event logs for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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 a number expressed in Unix time as milliseconds // (ex: "1469498468.057"). StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsInput
func (DescribeFleetEventsInput) GoString ¶
func (s DescribeFleetEventsInput) GoString() string
GoString returns the string representation
func (*DescribeFleetEventsInput) SetEndTime ¶
func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput
SetEndTime sets the EndTime field's value.
func (*DescribeFleetEventsInput) SetFleetId ¶
func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput
SetFleetId sets the FleetId field's value.
func (*DescribeFleetEventsInput) SetLimit ¶
func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput
SetLimit sets the Limit field's value.
func (*DescribeFleetEventsInput) SetNextToken ¶
func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput
SetNextToken sets the NextToken field's value.
func (*DescribeFleetEventsInput) SetStartTime ¶
func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput
SetStartTime sets the StartTime field's value.
func (DescribeFleetEventsInput) String ¶
func (s DescribeFleetEventsInput) String() string
String returns the string representation
func (*DescribeFleetEventsInput) Validate ¶
func (s *DescribeFleetEventsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetEventsOutput ¶
type DescribeFleetEventsOutput struct { // Collection of objects containing event log entries for the specified fleet. Events []*Event `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsOutput
func (DescribeFleetEventsOutput) GoString ¶
func (s DescribeFleetEventsOutput) GoString() string
GoString returns the string representation
func (*DescribeFleetEventsOutput) SetEvents ¶
func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput
SetEvents sets the Events field's value.
func (*DescribeFleetEventsOutput) SetNextToken ¶
func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput
SetNextToken sets the NextToken field's value.
func (DescribeFleetEventsOutput) String ¶
func (s DescribeFleetEventsOutput) String() string
String returns the string representation
type DescribeFleetPortSettingsInput ¶
type DescribeFleetPortSettingsInput struct { // Unique identifier for a fleet to retrieve port settings for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsInput
func (DescribeFleetPortSettingsInput) GoString ¶
func (s DescribeFleetPortSettingsInput) GoString() string
GoString returns the string representation
func (*DescribeFleetPortSettingsInput) SetFleetId ¶
func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput
SetFleetId sets the FleetId field's value.
func (DescribeFleetPortSettingsInput) String ¶
func (s DescribeFleetPortSettingsInput) String() string
String returns the string representation
func (*DescribeFleetPortSettingsInput) Validate ¶
func (s *DescribeFleetPortSettingsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetPortSettingsOutput ¶
type DescribeFleetPortSettingsOutput struct { // Object that contains port settings for the requested fleet ID. InboundPermissions []*IpPermission `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsOutput
func (DescribeFleetPortSettingsOutput) GoString ¶
func (s DescribeFleetPortSettingsOutput) GoString() string
GoString returns the string representation
func (*DescribeFleetPortSettingsOutput) SetInboundPermissions ¶
func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput
SetInboundPermissions sets the InboundPermissions field's value.
func (DescribeFleetPortSettingsOutput) String ¶
func (s DescribeFleetPortSettingsOutput) String() string
String returns the string representation
type DescribeFleetUtilizationInput ¶
type DescribeFleetUtilizationInput struct { // Unique identifier for a fleet(s) to retrieve utilization data for. To request // utilization data for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. This parameter is ignored when // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationInput
func (DescribeFleetUtilizationInput) GoString ¶
func (s DescribeFleetUtilizationInput) GoString() string
GoString returns the string representation
func (*DescribeFleetUtilizationInput) SetFleetIds ¶
func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput
SetFleetIds sets the FleetIds field's value.
func (*DescribeFleetUtilizationInput) SetLimit ¶
func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput
SetLimit sets the Limit field's value.
func (*DescribeFleetUtilizationInput) SetNextToken ¶
func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput
SetNextToken sets the NextToken field's value.
func (DescribeFleetUtilizationInput) String ¶
func (s DescribeFleetUtilizationInput) String() string
String returns the string representation
func (*DescribeFleetUtilizationInput) Validate ¶
func (s *DescribeFleetUtilizationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeFleetUtilizationOutput ¶
type DescribeFleetUtilizationOutput struct { // Collection of objects containing utilization information for each requested // fleet ID. FleetUtilization []*FleetUtilization `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationOutput
func (DescribeFleetUtilizationOutput) GoString ¶
func (s DescribeFleetUtilizationOutput) GoString() string
GoString returns the string representation
func (*DescribeFleetUtilizationOutput) SetFleetUtilization ¶
func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput
SetFleetUtilization sets the FleetUtilization field's value.
func (*DescribeFleetUtilizationOutput) SetNextToken ¶
func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput
SetNextToken sets the NextToken field's value.
func (DescribeFleetUtilizationOutput) String ¶
func (s DescribeFleetUtilizationOutput) String() string
String returns the string representation
type DescribeGameSessionDetailsInput ¶
type DescribeGameSessionDetailsInput struct { // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` // Unique identifier for a fleet to retrieve all game sessions active on the // fleet. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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 statuses // include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsInput
func (DescribeGameSessionDetailsInput) GoString ¶
func (s DescribeGameSessionDetailsInput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionDetailsInput) SetAliasId ¶
func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput
SetAliasId sets the AliasId field's value.
func (*DescribeGameSessionDetailsInput) SetFleetId ¶
func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput
SetFleetId sets the FleetId field's value.
func (*DescribeGameSessionDetailsInput) SetGameSessionId ¶
func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput
SetGameSessionId sets the GameSessionId field's value.
func (*DescribeGameSessionDetailsInput) SetLimit ¶
func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput
SetLimit sets the Limit field's value.
func (*DescribeGameSessionDetailsInput) SetNextToken ¶
func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput
SetNextToken sets the NextToken field's value.
func (*DescribeGameSessionDetailsInput) SetStatusFilter ¶
func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput
SetStatusFilter sets the StatusFilter field's value.
func (DescribeGameSessionDetailsInput) String ¶
func (s DescribeGameSessionDetailsInput) String() string
String returns the string representation
func (*DescribeGameSessionDetailsInput) Validate ¶
func (s *DescribeGameSessionDetailsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionDetailsOutput ¶
type DescribeGameSessionDetailsOutput struct { // Collection of objects containing game session properties and the protection // policy currently in force for each session matching the request. GameSessionDetails []*GameSessionDetail `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsOutput
func (DescribeGameSessionDetailsOutput) GoString ¶
func (s DescribeGameSessionDetailsOutput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionDetailsOutput) SetGameSessionDetails ¶
func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput
SetGameSessionDetails sets the GameSessionDetails field's value.
func (*DescribeGameSessionDetailsOutput) SetNextToken ¶
func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput
SetNextToken sets the NextToken field's value.
func (DescribeGameSessionDetailsOutput) String ¶
func (s DescribeGameSessionDetailsOutput) String() string
String returns the string representation
type DescribeGameSessionPlacementInput ¶
type DescribeGameSessionPlacementInput struct { // Unique identifier for a game session placement to retrieve. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementInput
func (DescribeGameSessionPlacementInput) GoString ¶
func (s DescribeGameSessionPlacementInput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionPlacementInput) SetPlacementId ¶
func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput
SetPlacementId sets the PlacementId field's value.
func (DescribeGameSessionPlacementInput) String ¶
func (s DescribeGameSessionPlacementInput) String() string
String returns the string representation
func (*DescribeGameSessionPlacementInput) Validate ¶
func (s *DescribeGameSessionPlacementInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionPlacementOutput ¶
type DescribeGameSessionPlacementOutput struct { // Object that describes the requested game session placement. GameSessionPlacement *GameSessionPlacement `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementOutput
func (DescribeGameSessionPlacementOutput) GoString ¶
func (s DescribeGameSessionPlacementOutput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionPlacementOutput) SetGameSessionPlacement ¶
func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput
SetGameSessionPlacement sets the GameSessionPlacement field's value.
func (DescribeGameSessionPlacementOutput) String ¶
func (s DescribeGameSessionPlacementOutput) String() string
String returns the string representation
type DescribeGameSessionQueuesInput ¶
type DescribeGameSessionQueuesInput struct { // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // List of queue names to retrieve information for. To request settings for // all queues, leave this parameter empty. Names []*string `type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesInput
func (DescribeGameSessionQueuesInput) GoString ¶
func (s DescribeGameSessionQueuesInput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionQueuesInput) SetLimit ¶
func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput
SetLimit sets the Limit field's value.
func (*DescribeGameSessionQueuesInput) SetNames ¶
func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput
SetNames sets the Names field's value.
func (*DescribeGameSessionQueuesInput) SetNextToken ¶
func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput
SetNextToken sets the NextToken field's value.
func (DescribeGameSessionQueuesInput) String ¶
func (s DescribeGameSessionQueuesInput) String() string
String returns the string representation
func (*DescribeGameSessionQueuesInput) Validate ¶
func (s *DescribeGameSessionQueuesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionQueuesOutput ¶
type DescribeGameSessionQueuesOutput struct { // Collection of objects that describes the requested game session queues. GameSessionQueues []*GameSessionQueue `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesOutput
func (DescribeGameSessionQueuesOutput) GoString ¶
func (s DescribeGameSessionQueuesOutput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionQueuesOutput) SetGameSessionQueues ¶
func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput
SetGameSessionQueues sets the GameSessionQueues field's value.
func (*DescribeGameSessionQueuesOutput) SetNextToken ¶
func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput
SetNextToken sets the NextToken field's value.
func (DescribeGameSessionQueuesOutput) String ¶
func (s DescribeGameSessionQueuesOutput) String() string
String returns the string representation
type DescribeGameSessionsInput ¶
type DescribeGameSessionsInput struct { // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` // Unique identifier for a fleet to retrieve all game sessions for. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve. You can use either a // GameSessionId or GameSessionArn value. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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 statuses // include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsInput
func (DescribeGameSessionsInput) GoString ¶
func (s DescribeGameSessionsInput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionsInput) SetAliasId ¶
func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput
SetAliasId sets the AliasId field's value.
func (*DescribeGameSessionsInput) SetFleetId ¶
func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput
SetFleetId sets the FleetId field's value.
func (*DescribeGameSessionsInput) SetGameSessionId ¶
func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput
SetGameSessionId sets the GameSessionId field's value.
func (*DescribeGameSessionsInput) SetLimit ¶
func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput
SetLimit sets the Limit field's value.
func (*DescribeGameSessionsInput) SetNextToken ¶
func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput
SetNextToken sets the NextToken field's value.
func (*DescribeGameSessionsInput) SetStatusFilter ¶
func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput
SetStatusFilter sets the StatusFilter field's value.
func (DescribeGameSessionsInput) String ¶
func (s DescribeGameSessionsInput) String() string
String returns the string representation
func (*DescribeGameSessionsInput) Validate ¶
func (s *DescribeGameSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeGameSessionsOutput ¶
type DescribeGameSessionsOutput struct { // Collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsOutput
func (DescribeGameSessionsOutput) GoString ¶
func (s DescribeGameSessionsOutput) GoString() string
GoString returns the string representation
func (*DescribeGameSessionsOutput) SetGameSessions ¶
func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput
SetGameSessions sets the GameSessions field's value.
func (*DescribeGameSessionsOutput) SetNextToken ¶
func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput
SetNextToken sets the NextToken field's value.
func (DescribeGameSessionsOutput) String ¶
func (s DescribeGameSessionsOutput) String() string
String returns the string representation
type DescribeInstancesInput ¶
type DescribeInstancesInput struct { // Unique identifier for a fleet to retrieve instance information for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for an instance to retrieve. Specify an instance ID or // leave blank to retrieve all instances in the fleet. InstanceId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesInput
func (DescribeInstancesInput) GoString ¶
func (s DescribeInstancesInput) GoString() string
GoString returns the string representation
func (*DescribeInstancesInput) SetFleetId ¶
func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput
SetFleetId sets the FleetId field's value.
func (*DescribeInstancesInput) SetInstanceId ¶
func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput
SetInstanceId sets the InstanceId field's value.
func (*DescribeInstancesInput) SetLimit ¶
func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput
SetLimit sets the Limit field's value.
func (*DescribeInstancesInput) SetNextToken ¶
func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput
SetNextToken sets the NextToken field's value.
func (DescribeInstancesInput) String ¶
func (s DescribeInstancesInput) String() string
String returns the string representation
func (*DescribeInstancesInput) Validate ¶
func (s *DescribeInstancesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeInstancesOutput ¶
type DescribeInstancesOutput struct { // Collection of objects containing properties for each instance returned. Instances []*Instance `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesOutput
func (DescribeInstancesOutput) GoString ¶
func (s DescribeInstancesOutput) GoString() string
GoString returns the string representation
func (*DescribeInstancesOutput) SetInstances ¶
func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput
SetInstances sets the Instances field's value.
func (*DescribeInstancesOutput) SetNextToken ¶
func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput
SetNextToken sets the NextToken field's value.
func (DescribeInstancesOutput) String ¶
func (s DescribeInstancesOutput) String() string
String returns the string representation
type DescribePlayerSessionsInput ¶
type DescribePlayerSessionsInput struct { // Unique identifier for the game session to retrieve player sessions for. GameSessionId *string `min:"1" type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. If a player session ID is specified, // this parameter is ignored. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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 to retrieve player sessions for. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session to retrieve. PlayerSessionId *string `type:"string"` // Player session status to filter results on. // // Possible player session statuses include the following: // // * RESERVED – The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE – The player has been validated by the server process and is // currently connected. // // * COMPLETED – The player connection has been dropped. // // * TIMEDOUT – A player session request was received, but the player did // not connect and/or was not validated within the time-out limit (60 seconds). PlayerSessionStatusFilter *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsInput
func (DescribePlayerSessionsInput) GoString ¶
func (s DescribePlayerSessionsInput) GoString() string
GoString returns the string representation
func (*DescribePlayerSessionsInput) SetGameSessionId ¶
func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput
SetGameSessionId sets the GameSessionId field's value.
func (*DescribePlayerSessionsInput) SetLimit ¶
func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput
SetLimit sets the Limit field's value.
func (*DescribePlayerSessionsInput) SetNextToken ¶
func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput
SetNextToken sets the NextToken field's value.
func (*DescribePlayerSessionsInput) SetPlayerId ¶
func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput
SetPlayerId sets the PlayerId field's value.
func (*DescribePlayerSessionsInput) SetPlayerSessionId ¶
func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput
SetPlayerSessionId sets the PlayerSessionId field's value.
func (*DescribePlayerSessionsInput) SetPlayerSessionStatusFilter ¶
func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput
SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value.
func (DescribePlayerSessionsInput) String ¶
func (s DescribePlayerSessionsInput) String() string
String returns the string representation
func (*DescribePlayerSessionsInput) Validate ¶
func (s *DescribePlayerSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribePlayerSessionsOutput ¶
type DescribePlayerSessionsOutput struct { // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Collection of objects containing properties for each player session that // matches the request. PlayerSessions []*PlayerSession `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsOutput
func (DescribePlayerSessionsOutput) GoString ¶
func (s DescribePlayerSessionsOutput) GoString() string
GoString returns the string representation
func (*DescribePlayerSessionsOutput) SetNextToken ¶
func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput
SetNextToken sets the NextToken field's value.
func (*DescribePlayerSessionsOutput) SetPlayerSessions ¶
func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput
SetPlayerSessions sets the PlayerSessions field's value.
func (DescribePlayerSessionsOutput) String ¶
func (s DescribePlayerSessionsOutput) String() string
String returns the string representation
type DescribeRuntimeConfigurationInput ¶
type DescribeRuntimeConfigurationInput struct { // Unique identifier for a fleet to get the runtime configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationInput
func (DescribeRuntimeConfigurationInput) GoString ¶
func (s DescribeRuntimeConfigurationInput) GoString() string
GoString returns the string representation
func (*DescribeRuntimeConfigurationInput) SetFleetId ¶
func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntimeConfigurationInput
SetFleetId sets the FleetId field's value.
func (DescribeRuntimeConfigurationInput) String ¶
func (s DescribeRuntimeConfigurationInput) String() string
String returns the string representation
func (*DescribeRuntimeConfigurationInput) Validate ¶
func (s *DescribeRuntimeConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeRuntimeConfigurationOutput ¶
type DescribeRuntimeConfigurationOutput struct { // Instructions describing how server processes should be launched and maintained // on each instance in the fleet. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationOutput
func (DescribeRuntimeConfigurationOutput) GoString ¶
func (s DescribeRuntimeConfigurationOutput) GoString() string
GoString returns the string representation
func (*DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration ¶
func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *DescribeRuntimeConfigurationOutput
SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
func (DescribeRuntimeConfigurationOutput) String ¶
func (s DescribeRuntimeConfigurationOutput) String() string
String returns the string representation
type DescribeScalingPoliciesInput ¶
type DescribeScalingPoliciesInput struct { // Unique identifier for a fleet to retrieve scaling policies for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Scaling policy status to filter results on. A scaling policy is only in force // when in an ACTIVE status. // // * ACTIVE – The scaling policy is currently in force. // // * UPDATEREQUESTED – A request to update the scaling policy has been received. // // * UPDATING – A change is being made to the scaling policy. // // * DELETEREQUESTED – A request to delete the scaling policy has been received. // // * DELETING – The scaling policy is being deleted. // // * DELETED – The scaling policy has been deleted. // // * ERROR – An error occurred in creating the policy. It should be removed // and recreated. StatusFilter *string `type:"string" enum:"ScalingStatusType"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesInput
func (DescribeScalingPoliciesInput) GoString ¶
func (s DescribeScalingPoliciesInput) GoString() string
GoString returns the string representation
func (*DescribeScalingPoliciesInput) SetFleetId ¶
func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput
SetFleetId sets the FleetId field's value.
func (*DescribeScalingPoliciesInput) SetLimit ¶
func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput
SetLimit sets the Limit field's value.
func (*DescribeScalingPoliciesInput) SetNextToken ¶
func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput
SetNextToken sets the NextToken field's value.
func (*DescribeScalingPoliciesInput) SetStatusFilter ¶
func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput
SetStatusFilter sets the StatusFilter field's value.
func (DescribeScalingPoliciesInput) String ¶
func (s DescribeScalingPoliciesInput) String() string
String returns the string representation
func (*DescribeScalingPoliciesInput) Validate ¶
func (s *DescribeScalingPoliciesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type DescribeScalingPoliciesOutput ¶
type DescribeScalingPoliciesOutput struct { // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Collection of objects containing the scaling policies matching the request. ScalingPolicies []*ScalingPolicy `type:"list"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesOutput
func (DescribeScalingPoliciesOutput) GoString ¶
func (s DescribeScalingPoliciesOutput) GoString() string
GoString returns the string representation
func (*DescribeScalingPoliciesOutput) SetNextToken ¶
func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput
SetNextToken sets the NextToken field's value.
func (*DescribeScalingPoliciesOutput) SetScalingPolicies ¶
func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput
SetScalingPolicies sets the ScalingPolicies field's value.
func (DescribeScalingPoliciesOutput) String ¶
func (s DescribeScalingPoliciesOutput) String() string
String returns the string representation
type DesiredPlayerSession ¶
type DesiredPlayerSession struct { // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player to associate with the player session. PlayerId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Player information for use when creating player sessions using a game session placement request with StartGameSessionPlacement. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DesiredPlayerSession
func (DesiredPlayerSession) GoString ¶
func (s DesiredPlayerSession) GoString() string
GoString returns the string representation
func (*DesiredPlayerSession) SetPlayerData ¶
func (s *DesiredPlayerSession) SetPlayerData(v string) *DesiredPlayerSession
SetPlayerData sets the PlayerData field's value.
func (*DesiredPlayerSession) SetPlayerId ¶
func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession
SetPlayerId sets the PlayerId field's value.
func (DesiredPlayerSession) String ¶
func (s DesiredPlayerSession) String() string
String returns the string representation
func (*DesiredPlayerSession) Validate ¶
func (s *DesiredPlayerSession) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type EC2InstanceCounts ¶
type EC2InstanceCounts struct { // Actual number of active instances in the fleet. ACTIVE *int64 `type:"integer"` // Ideal number of active instances in the fleet. DESIRED *int64 `type:"integer"` // Number of active instances in the fleet that are not currently hosting a // game session. IDLE *int64 `type:"integer"` // Maximum value allowed for the fleet's instance count. MAXIMUM *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. MINIMUM *int64 `type:"integer"` // Number of instances in the fleet that are starting but not yet active. PENDING *int64 `type:"integer"` // Number of instances in the fleet that are no longer active but haven't yet // been terminated. TERMINATING *int64 `type:"integer"` // contains filtered or unexported fields }
Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceCounts
func (EC2InstanceCounts) GoString ¶
func (s EC2InstanceCounts) GoString() string
GoString returns the string representation
func (*EC2InstanceCounts) SetACTIVE ¶
func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts
SetACTIVE sets the ACTIVE field's value.
func (*EC2InstanceCounts) SetDESIRED ¶
func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts
SetDESIRED sets the DESIRED field's value.
func (*EC2InstanceCounts) SetIDLE ¶
func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts
SetIDLE sets the IDLE field's value.
func (*EC2InstanceCounts) SetMAXIMUM ¶
func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts
SetMAXIMUM sets the MAXIMUM field's value.
func (*EC2InstanceCounts) SetMINIMUM ¶
func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts
SetMINIMUM sets the MINIMUM field's value.
func (*EC2InstanceCounts) SetPENDING ¶
func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts
SetPENDING sets the PENDING field's value.
func (*EC2InstanceCounts) SetTERMINATING ¶
func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts
SetTERMINATING sets the TERMINATING field's value.
func (EC2InstanceCounts) String ¶
func (s EC2InstanceCounts) String() string
String returns the string representation
type EC2InstanceLimit ¶
type EC2InstanceLimit struct { // Number of instances of the specified type that are currently in use by this // AWS account. CurrentInstances *int64 `type:"integer"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // Number of instances allowed. InstanceLimit *int64 `type:"integer"` // contains filtered or unexported fields }
Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceLimit
func (EC2InstanceLimit) GoString ¶
func (s EC2InstanceLimit) GoString() string
GoString returns the string representation
func (*EC2InstanceLimit) SetCurrentInstances ¶
func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit
SetCurrentInstances sets the CurrentInstances field's value.
func (*EC2InstanceLimit) SetEC2InstanceType ¶
func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit
SetEC2InstanceType sets the EC2InstanceType field's value.
func (*EC2InstanceLimit) SetInstanceLimit ¶
func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit
SetInstanceLimit sets the InstanceLimit field's value.
func (EC2InstanceLimit) String ¶
func (s EC2InstanceLimit) String() string
String returns the string representation
type Event ¶
type Event struct { // Type of event being logged. EventCode *string `type:"string" enum:"EventCode"` // Unique identifier for a fleet event. EventId *string `min:"1" type:"string"` // Time stamp indicating when this event occurred. Format is a number expressed // in Unix time as milliseconds (for example "1469498468.057"). EventTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Additional information related to the event. Message *string `min:"1" type:"string"` // Unique identifier for an event resource, such as a fleet ID. ResourceId *string `min:"1" type:"string"` // contains filtered or unexported fields }
Log entry describing an event involving Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Event
func (*Event) SetEventCode ¶
SetEventCode sets the EventCode field's value.
func (*Event) SetEventId ¶
SetEventId sets the EventId field's value.
func (*Event) SetEventTime ¶
SetEventTime sets the EventTime field's value.
func (*Event) SetMessage ¶
SetMessage sets the Message field's value.
func (*Event) SetResourceId ¶
SetResourceId sets the ResourceId field's value.
type FleetAttributes ¶
type FleetAttributes struct { // Unique identifier for a build. BuildId *string `type:"string"` // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // Identifier for a fleet that is unique across all regions. FleetArn *string `min:"1" type:"string"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Location of default log files. When a server process is shut down, Amazon // GameLift captures and stores any log files in this location. These logs are // in addition to game session logs; see more on game session logs in the Amazon // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, Amazon GameLift will automatically // upload logs that are stored on each instance at C:\game\logs (for Windows) // or /local/game/logs (for Linux). Use the Amazon GameLift console to access // stored logs. LogPaths []*string `type:"list"` // Names of metric groups that this fleet is included in. In Amazon CloudWatch, // you can view metrics for an individual fleet or aggregated metrics for a // fleets that are in a fleet metric group. Currently, a fleet can be included // in only one metric group at a time. MetricGroups []*string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` // Type of game session protection to set for all new instances started in the // fleet. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Operating system of the fleet's computing resources. A fleet's operating // system depends on the OS specified for the build that is deployed on this // fleet. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Fleet policy to limit the number of game sessions an individual player can // create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Game server launch parameters specified for fleets created prior to 2016-08-04 // (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after // this date are specified in the fleet's RuntimeConfiguration. ServerLaunchParameters *string `min:"1" type:"string"` // Path to a game server executable in the fleet's build, specified for fleets // created prior to 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths // for fleets created after this date are specified in the fleet's RuntimeConfiguration. ServerLaunchPath *string `min:"1" type:"string"` // Current status of the fleet. // // Possible fleet statuses include the following: // // * NEW – A new fleet has been defined and desired instances is set to 1. // // // * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING – Amazon GameLift is setting // up the new fleet, creating new instances with the game build and starting // server processes. // // * ACTIVE – Hosts can now accept game sessions. // // * ERROR – An error occurred when downloading, validating, building, or // activating the fleet. // // * DELETING – Hosts are responding to a delete fleet request. // // * TERMINATED – The fleet no longer exists. Status *string `type:"string" enum:"FleetStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
General properties describing a fleet. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetAttributes
func (FleetAttributes) GoString ¶
func (s FleetAttributes) GoString() string
GoString returns the string representation
func (*FleetAttributes) SetBuildId ¶
func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes
SetBuildId sets the BuildId field's value.
func (*FleetAttributes) SetCreationTime ¶
func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes
SetCreationTime sets the CreationTime field's value.
func (*FleetAttributes) SetDescription ¶
func (s *FleetAttributes) SetDescription(v string) *FleetAttributes
SetDescription sets the Description field's value.
func (*FleetAttributes) SetFleetArn ¶
func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes
SetFleetArn sets the FleetArn field's value.
func (*FleetAttributes) SetFleetId ¶
func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes
SetFleetId sets the FleetId field's value.
func (*FleetAttributes) SetLogPaths ¶
func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes
SetLogPaths sets the LogPaths field's value.
func (*FleetAttributes) SetMetricGroups ¶
func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes
SetMetricGroups sets the MetricGroups field's value.
func (*FleetAttributes) SetName ¶
func (s *FleetAttributes) SetName(v string) *FleetAttributes
SetName sets the Name field's value.
func (*FleetAttributes) SetNewGameSessionProtectionPolicy ¶
func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes
SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
func (*FleetAttributes) SetOperatingSystem ¶
func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes
SetOperatingSystem sets the OperatingSystem field's value.
func (*FleetAttributes) SetResourceCreationLimitPolicy ¶
func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes
SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
func (*FleetAttributes) SetServerLaunchParameters ¶
func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes
SetServerLaunchParameters sets the ServerLaunchParameters field's value.
func (*FleetAttributes) SetServerLaunchPath ¶
func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes
SetServerLaunchPath sets the ServerLaunchPath field's value.
func (*FleetAttributes) SetStatus ¶
func (s *FleetAttributes) SetStatus(v string) *FleetAttributes
SetStatus sets the Status field's value.
func (*FleetAttributes) SetTerminationTime ¶
func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes
SetTerminationTime sets the TerminationTime field's value.
func (FleetAttributes) String ¶
func (s FleetAttributes) String() string
String returns the string representation
type FleetCapacity ¶
type FleetCapacity struct { // Unique identifier for a fleet. FleetId *string `type:"string"` // Current status of fleet capacity. InstanceCounts *EC2InstanceCounts `type:"structure"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` // contains filtered or unexported fields }
Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetCapacity
func (FleetCapacity) GoString ¶
func (s FleetCapacity) GoString() string
GoString returns the string representation
func (*FleetCapacity) SetFleetId ¶
func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity
SetFleetId sets the FleetId field's value.
func (*FleetCapacity) SetInstanceCounts ¶
func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity
SetInstanceCounts sets the InstanceCounts field's value.
func (*FleetCapacity) SetInstanceType ¶
func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity
SetInstanceType sets the InstanceType field's value.
func (FleetCapacity) String ¶
func (s FleetCapacity) String() string
String returns the string representation
type FleetUtilization ¶
type FleetUtilization struct { // Number of active game sessions currently being hosted on all instances in // the fleet. ActiveGameSessionCount *int64 `type:"integer"` // Number of server processes in an ACTIVE status currently running across all // instances in the fleet ActiveServerProcessCount *int64 `type:"integer"` // Number of active player sessions currently being hosted on all instances // in the fleet. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Maximum players allowed across all game sessions currently being hosted on // all instances in the fleet. MaximumPlayerSessionCount *int64 `type:"integer"` // contains filtered or unexported fields }
Current status of fleet utilization, including the number of game and player sessions being hosted. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetUtilization
func (FleetUtilization) GoString ¶
func (s FleetUtilization) GoString() string
GoString returns the string representation
func (*FleetUtilization) SetActiveGameSessionCount ¶
func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization
SetActiveGameSessionCount sets the ActiveGameSessionCount field's value.
func (*FleetUtilization) SetActiveServerProcessCount ¶
func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization
SetActiveServerProcessCount sets the ActiveServerProcessCount field's value.
func (*FleetUtilization) SetCurrentPlayerSessionCount ¶
func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization
SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.
func (*FleetUtilization) SetFleetId ¶
func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization
SetFleetId sets the FleetId field's value.
func (*FleetUtilization) SetMaximumPlayerSessionCount ¶
func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (FleetUtilization) String ¶
func (s FleetUtilization) String() string
String returns the string representation
type GameLift ¶
GameLift provides the API operation methods for making requests to Amazon GameLift. See this package's package overview docs for details on the service.
GameLift methods are safe to use concurrently. It is not safe to modify mutate any of the struct's properties though.
func New ¶
func New(p client.ConfigProvider, cfgs ...*aws.Config) *GameLift
New creates a new instance of the GameLift client with a session. If additional configuration is needed for the client instance use the optional aws.Config parameter to add your extra config.
Example:
// Create a GameLift client from just a session. svc := gamelift.New(mySession) // Create a GameLift client with additional configuration svc := gamelift.New(mySession, aws.NewConfig().WithRegion("us-west-2"))
func (*GameLift) CreateAlias ¶
func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error)
CreateAlias API operation for Amazon GameLift.
Creates an alias and sets a target fleet. A fleet alias can be used in place of a fleet ID, such as when calling CreateGameSession from a game client or game service or adding destinations to a game session queue. By changing an alias's target fleet, you can switch your players to the new fleet without changing any other component. In production, this feature is particularly useful to redirect your player base seamlessly to the latest game server update.
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.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateAlias for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias
func (*GameLift) CreateAliasRequest ¶
func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput)
CreateAliasRequest generates a "aws/request.Request" representing the client's request for the CreateAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See CreateAlias for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias
func (*GameLift) CreateAliasWithContext ¶
func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error)
CreateAliasWithContext is the same as CreateAlias with the addition of the ability to pass a context and additional request options.
See CreateAlias for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateBuild ¶
func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error)
CreateBuild API operation for Amazon GameLift.
Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage Service (Amazon S3) location. When using this API call, you must create a .zip file containing all of the build files and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build files and creating a build, see Uploading Your Game to Amazon GameLift (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html).
Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket in your AWS account. To create a build using files stored in a directory, use the CLI command upload-build (http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html), which uploads the build files from a file location you specify and creates a build.
To create a new build using CreateBuild, identify the storage location and operating system of your game build. You also have the option of specifying a build name and version. If successful, this action creates a new build record with an unique build ID and in INITIALIZED status. Use the API call DescribeBuild to check the status of your build. A build must be in READY status before it can be used to create fleets to host your game.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateBuild for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild
func (*GameLift) CreateBuildRequest ¶
func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput)
CreateBuildRequest generates a "aws/request.Request" representing the client's request for the CreateBuild operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See CreateBuild for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild
func (*GameLift) CreateBuildWithContext ¶
func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error)
CreateBuildWithContext is the same as CreateBuild with the addition of the ability to pass a context and additional request options.
See CreateBuild for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateFleet ¶
func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error)
CreateFleet API operation for Amazon GameLift.
Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see Amazon EC2 Instance Types (http://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 statuses; once it reaches the ACTIVE status, it can begin hosting game sessions.
To create a new fleet, you must specify the following: (1) fleet name, (2) build ID of an uploaded game build, (3) an EC2 instance type, and (4) a runtime configuration that describes which server processes to run on each instance in the fleet. (Although the runtime configuration is not a required parameter, the fleet cannot be successfully created without it.) You can also configure the new fleet with the following settings: fleet description, access permissions for inbound traffic, fleet-wide game session protection, and resource creation limit. If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group, which allows you to view aggregated metrics for a set of fleets. Once you specify a metric group, the new fleet's metrics are included in the metric group's data.
If the CreateFleet call is successful, Amazon GameLift performs the following tasks:
Creates a fleet record and sets the status to NEW (followed by other statuses as the fleet is activated).
Sets the fleet's capacity to 1 "desired", which causes Amazon 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, Amazon GameLift staggers each launch by a few seconds.
Begins writing events to the fleet event log, which can be accessed in the Amazon 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.
PutScalingPolicy -- Create or update rules that are used to set the fleet's capacity (autoscaling).
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateFleet for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet
func (*GameLift) CreateFleetRequest ¶
func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput)
CreateFleetRequest generates a "aws/request.Request" representing the client's request for the CreateFleet operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See CreateFleet for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet
func (*GameLift) CreateFleetWithContext ¶
func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error)
CreateFleetWithContext is the same as CreateFleet with the addition of the ability to pass a context and additional request options.
See CreateFleet for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateGameSession ¶
func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error)
CreateGameSession API operation for Amazon GameLift.
Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.
To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing game session properties, including a game session ID with the custom string you provided.
Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.
Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.
By default, newly created game sessions allow new players to join. Use UpdateGameSession to change the game session's player session creation policy.
Available in Amazon GameLift Local.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateGameSession for usage and error information.
Returned Error Codes:
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeFleetCapacityExceededException "FleetCapacityExceededException" The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeIdempotentParameterMismatchException "IdempotentParameterMismatchException" A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession
func (*GameLift) CreateGameSessionQueue ¶
func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error)
CreateGameSessionQueue API operation for Amazon GameLift.
Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.
Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.
Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.
To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreateGameSessionQueue for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue
func (*GameLift) CreateGameSessionQueueRequest ¶
func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput)
CreateGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the CreateGameSessionQueue operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See CreateGameSessionQueue for usage and error information.
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 CreateGameSessionQueue 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 CreateGameSessionQueueRequest method. req, resp := client.CreateGameSessionQueueRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue
func (*GameLift) CreateGameSessionQueueWithContext ¶
func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error)
CreateGameSessionQueueWithContext is the same as CreateGameSessionQueue with the addition of the ability to pass a context and additional request options.
See CreateGameSessionQueue for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreateGameSessionRequest ¶
func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput)
CreateGameSessionRequest generates a "aws/request.Request" representing the client's request for the CreateGameSession operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See CreateGameSession for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession
func (*GameLift) CreateGameSessionWithContext ¶
func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error)
CreateGameSessionWithContext is the same as CreateGameSession with the addition of the ability to pass a context and additional request options.
See CreateGameSession for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreatePlayerSession ¶
func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error)
CreatePlayerSession API operation for Amazon GameLift.
Adds a player to a game session and creates a player session record. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions.
To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new PlayerSession object is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSession for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
ErrCodeGameSessionFullException "GameSessionFullException" The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession
func (*GameLift) CreatePlayerSessionRequest ¶
func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput)
CreatePlayerSessionRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSession operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See CreatePlayerSession for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession
func (*GameLift) CreatePlayerSessionWithContext ¶
func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error)
CreatePlayerSessionWithContext is the same as CreatePlayerSession with the addition of the ability to pass a context and additional request options.
See CreatePlayerSession for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) CreatePlayerSessions ¶
func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error)
CreatePlayerSessions API operation for Amazon GameLift.
Adds a group of players to a game session. This action is useful with a team matching feature. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession.
To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new PlayerSession objects is returned. Player sessions cannot be updated.
Available in Amazon GameLift Local.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation CreatePlayerSessions for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
ErrCodeGameSessionFullException "GameSessionFullException" The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions
func (*GameLift) CreatePlayerSessionsRequest ¶
func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput)
CreatePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the CreatePlayerSessions operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See CreatePlayerSessions for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions
func (*GameLift) CreatePlayerSessionsWithContext ¶
func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error)
CreatePlayerSessionsWithContext is the same as CreatePlayerSessions with the addition of the ability to pass a context and additional request options.
See CreatePlayerSessions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteAlias ¶
func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error)
DeleteAlias API operation for Amazon GameLift.
Deletes a fleet 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.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteAlias for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias
func (*GameLift) DeleteAliasRequest ¶
func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput)
DeleteAliasRequest generates a "aws/request.Request" representing the client's request for the DeleteAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DeleteAlias for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias
func (*GameLift) DeleteAliasWithContext ¶
func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error)
DeleteAliasWithContext is the same as DeleteAlias with the addition of the ability to pass a context and additional request options.
See DeleteAlias for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteBuild ¶
func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error)
DeleteBuild API operation for Amazon GameLift.
Deletes a build. This action permanently deletes the build record and any uploaded build files.
To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteBuild for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild
func (*GameLift) DeleteBuildRequest ¶
func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput)
DeleteBuildRequest generates a "aws/request.Request" representing the client's request for the DeleteBuild operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DeleteBuild for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild
func (*GameLift) DeleteBuildWithContext ¶
func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error)
DeleteBuildWithContext is the same as DeleteBuild with the addition of the ability to pass a context and additional request options.
See DeleteBuild for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteFleet ¶
func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error)
DeleteFleet API operation for Amazon GameLift.
Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.
This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteFleet for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet
func (*GameLift) DeleteFleetRequest ¶
func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput)
DeleteFleetRequest generates a "aws/request.Request" representing the client's request for the DeleteFleet operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DeleteFleet for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet
func (*GameLift) DeleteFleetWithContext ¶
func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error)
DeleteFleetWithContext is the same as DeleteFleet with the addition of the ability to pass a context and additional request options.
See DeleteFleet for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteGameSessionQueue ¶
func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error)
DeleteGameSessionQueue API operation for Amazon GameLift.
Deletes a game session queue. This action means that any StartGameSessionPlacement requests that reference this queue will fail. To delete a queue, specify the queue name.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteGameSessionQueue for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue
func (*GameLift) DeleteGameSessionQueueRequest ¶
func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput)
DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the DeleteGameSessionQueue operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DeleteGameSessionQueue for usage and error information.
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 DeleteGameSessionQueue 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 DeleteGameSessionQueueRequest method. req, resp := client.DeleteGameSessionQueueRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue
func (*GameLift) DeleteGameSessionQueueWithContext ¶
func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error)
DeleteGameSessionQueueWithContext is the same as DeleteGameSessionQueue with the addition of the ability to pass a context and additional request options.
See DeleteGameSessionQueue for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DeleteScalingPolicy ¶
func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error)
DeleteScalingPolicy API operation for Amazon GameLift.
Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DeleteScalingPolicy for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy
func (*GameLift) DeleteScalingPolicyRequest ¶
func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput)
DeleteScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the DeleteScalingPolicy operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DeleteScalingPolicy for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy
func (*GameLift) DeleteScalingPolicyWithContext ¶
func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error)
DeleteScalingPolicyWithContext is the same as DeleteScalingPolicy with the addition of the ability to pass a context and additional request options.
See DeleteScalingPolicy for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeAlias ¶
func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error)
DescribeAlias API operation for Amazon GameLift.
Retrieves properties for a fleet alias. This operation returns all alias metadata and settings. To get just the fleet ID an alias is currently pointing to, use ResolveAlias.
To get alias properties, specify the alias ID. If successful, an Alias object is returned.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeAlias for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias
func (*GameLift) DescribeAliasRequest ¶
func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput)
DescribeAliasRequest generates a "aws/request.Request" representing the client's request for the DescribeAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeAlias for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias
func (*GameLift) DescribeAliasWithContext ¶
func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error)
DescribeAliasWithContext is the same as DescribeAlias with the addition of the ability to pass a context and additional request options.
See DescribeAlias for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeBuild ¶
func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error)
DescribeBuild API operation for Amazon GameLift.
Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeBuild for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild
func (*GameLift) DescribeBuildRequest ¶
func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput)
DescribeBuildRequest generates a "aws/request.Request" representing the client's request for the DescribeBuild operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeBuild for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild
func (*GameLift) DescribeBuildWithContext ¶
func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error)
DescribeBuildWithContext is the same as DescribeBuild with the addition of the ability to pass a context and additional request options.
See DescribeBuild for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeEC2InstanceLimits ¶
func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error)
DescribeEC2InstanceLimits API operation for Amazon GameLift.
Retrieves the following information for the specified EC2 instance type:
maximum number of instances allowed per AWS account (service limit)
current usage level for the AWS account
Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner).
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeEC2InstanceLimits for usage and error information.
Returned Error Codes:
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits
func (*GameLift) DescribeEC2InstanceLimitsRequest ¶
func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput)
DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the client's request for the DescribeEC2InstanceLimits operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeEC2InstanceLimits for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits
func (*GameLift) DescribeEC2InstanceLimitsWithContext ¶
func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error)
DescribeEC2InstanceLimitsWithContext is the same as DescribeEC2InstanceLimits with the addition of the ability to pass a context and additional request options.
See DescribeEC2InstanceLimits for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeFleetAttributes ¶
func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error)
DescribeFleetAttributes API operation for Amazon GameLift.
Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetAttributes for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes
func (*GameLift) DescribeFleetAttributesRequest ¶
func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput)
DescribeFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetAttributes operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeFleetAttributes for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes
func (*GameLift) DescribeFleetAttributesWithContext ¶
func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error)
DescribeFleetAttributesWithContext is the same as DescribeFleetAttributes with the addition of the ability to pass a context and additional request options.
See DescribeFleetAttributes for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeFleetCapacity ¶
func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error)
DescribeFleetCapacity API operation for Amazon GameLift.
Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetCapacity for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity
func (*GameLift) DescribeFleetCapacityRequest ¶
func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput)
DescribeFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetCapacity operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeFleetCapacity for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity
func (*GameLift) DescribeFleetCapacityWithContext ¶
func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error)
DescribeFleetCapacityWithContext is the same as DescribeFleetCapacity with the addition of the ability to pass a context and additional request options.
See DescribeFleetCapacity for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeFleetEvents ¶
func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error)
DescribeFleetEvents API operation for Amazon GameLift.
Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetEvents for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents
func (*GameLift) DescribeFleetEventsRequest ¶
func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput)
DescribeFleetEventsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetEvents operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeFleetEvents for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents
func (*GameLift) DescribeFleetEventsWithContext ¶
func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error)
DescribeFleetEventsWithContext is the same as DescribeFleetEvents with the addition of the ability to pass a context and additional request options.
See DescribeFleetEvents for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeFleetPortSettings ¶
func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error)
DescribeFleetPortSettings API operation for Amazon GameLift.
Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetPortSettings for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings
func (*GameLift) DescribeFleetPortSettingsRequest ¶
func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput)
DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetPortSettings operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeFleetPortSettings for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings
func (*GameLift) DescribeFleetPortSettingsWithContext ¶
func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error)
DescribeFleetPortSettingsWithContext is the same as DescribeFleetPortSettings with the addition of the ability to pass a context and additional request options.
See DescribeFleetPortSettings for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeFleetUtilization ¶
func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error)
DescribeFleetUtilization API operation for Amazon GameLift.
Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.
Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeFleetUtilization for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization
func (*GameLift) DescribeFleetUtilizationRequest ¶
func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput)
DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the client's request for the DescribeFleetUtilization operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeFleetUtilization for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization
func (*GameLift) DescribeFleetUtilizationWithContext ¶
func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error)
DescribeFleetUtilizationWithContext is the same as DescribeFleetUtilization with the addition of the ability to pass a context and additional request options.
See DescribeFleetUtilization for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeGameSessionDetails ¶
func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error)
DescribeGameSessionDetails API operation for Amazon GameLift.
Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.
To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionDetails for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails
func (*GameLift) DescribeGameSessionDetailsRequest ¶
func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput)
DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionDetails operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeGameSessionDetails for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails
func (*GameLift) DescribeGameSessionDetailsWithContext ¶
func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error)
DescribeGameSessionDetailsWithContext is the same as DescribeGameSessionDetails with the addition of the ability to pass a context and additional request options.
See DescribeGameSessionDetails for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeGameSessionPlacement ¶
func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error)
DescribeGameSessionPlacement API operation for Amazon GameLift.
Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionPlacement for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement
func (*GameLift) DescribeGameSessionPlacementRequest ¶
func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput)
DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionPlacement operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeGameSessionPlacement for usage and error information.
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 DescribeGameSessionPlacement 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 DescribeGameSessionPlacementRequest method. req, resp := client.DescribeGameSessionPlacementRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement
func (*GameLift) DescribeGameSessionPlacementWithContext ¶
func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error)
DescribeGameSessionPlacementWithContext is the same as DescribeGameSessionPlacement with the addition of the ability to pass a context and additional request options.
See DescribeGameSessionPlacement for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeGameSessionQueues ¶
func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error)
DescribeGameSessionQueues API operation for Amazon GameLift.
Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessionQueues for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues
func (*GameLift) DescribeGameSessionQueuesRequest ¶
func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput)
DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessionQueues operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeGameSessionQueues for usage and error information.
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 DescribeGameSessionQueues 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 DescribeGameSessionQueuesRequest method. req, resp := client.DescribeGameSessionQueuesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues
func (*GameLift) DescribeGameSessionQueuesWithContext ¶
func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error)
DescribeGameSessionQueuesWithContext is the same as DescribeGameSessionQueues with the addition of the ability to pass a context and additional request options.
See DescribeGameSessionQueues for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeGameSessions ¶
func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error)
DescribeGameSessions API operation for Amazon GameLift.
Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.
To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.
Available in Amazon GameLift Local.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeGameSessions for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions
func (*GameLift) DescribeGameSessionsRequest ¶
func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput)
DescribeGameSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribeGameSessions operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeGameSessions for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions
func (*GameLift) DescribeGameSessionsWithContext ¶
func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error)
DescribeGameSessionsWithContext is the same as DescribeGameSessions with the addition of the ability to pass a context and additional request options.
See DescribeGameSessions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeInstances ¶
func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error)
DescribeInstances API operation for Amazon GameLift.
Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.
To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeInstances for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances
func (*GameLift) DescribeInstancesRequest ¶
func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput)
DescribeInstancesRequest generates a "aws/request.Request" representing the client's request for the DescribeInstances operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeInstances for usage and error information.
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 DescribeInstances 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 DescribeInstancesRequest method. req, resp := client.DescribeInstancesRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances
func (*GameLift) DescribeInstancesWithContext ¶
func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error)
DescribeInstancesWithContext is the same as DescribeInstances with the addition of the ability to pass a context and additional request options.
See DescribeInstances for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribePlayerSessions ¶
func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error)
DescribePlayerSessions API operation for Amazon GameLift.
Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.
To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.
Available in Amazon GameLift Local.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribePlayerSessions for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions
func (*GameLift) DescribePlayerSessionsRequest ¶
func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput)
DescribePlayerSessionsRequest generates a "aws/request.Request" representing the client's request for the DescribePlayerSessions operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribePlayerSessions for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions
func (*GameLift) DescribePlayerSessionsWithContext ¶
func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error)
DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of the ability to pass a context and additional request options.
See DescribePlayerSessions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeRuntimeConfiguration ¶
func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error)
DescribeRuntimeConfiguration API operation for Amazon GameLift.
Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells Amazon GameLift how to launch server processes on instances in the fleet.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeRuntimeConfiguration for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration
func (*GameLift) DescribeRuntimeConfigurationRequest ¶
func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput)
DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the DescribeRuntimeConfiguration operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeRuntimeConfiguration for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration
func (*GameLift) DescribeRuntimeConfigurationWithContext ¶
func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error)
DescribeRuntimeConfigurationWithContext is the same as DescribeRuntimeConfiguration with the addition of the ability to pass a context and additional request options.
See DescribeRuntimeConfiguration for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) DescribeScalingPolicies ¶
func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error)
DescribeScalingPolicies API operation for Amazon GameLift.
Retrieves all scaling policies applied to a fleet.
To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation DescribeScalingPolicies for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies
func (*GameLift) DescribeScalingPoliciesRequest ¶
func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput)
DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the client's request for the DescribeScalingPolicies operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See DescribeScalingPolicies for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies
func (*GameLift) DescribeScalingPoliciesWithContext ¶
func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error)
DescribeScalingPoliciesWithContext is the same as DescribeScalingPolicies with the addition of the ability to pass a context and additional request options.
See DescribeScalingPolicies for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) GetGameSessionLogUrl ¶
func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error)
GetGameSessionLogUrl API operation for Amazon GameLift.
Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. 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.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation GetGameSessionLogUrl for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl
func (*GameLift) GetGameSessionLogUrlRequest ¶
func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput)
GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the client's request for the GetGameSessionLogUrl operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See GetGameSessionLogUrl for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl
func (*GameLift) GetGameSessionLogUrlWithContext ¶
func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error)
GetGameSessionLogUrlWithContext is the same as GetGameSessionLogUrl with the addition of the ability to pass a context and additional request options.
See GetGameSessionLogUrl for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) GetInstanceAccess ¶
func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error)
GetInstanceAccess API operation for Amazon GameLift.
Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.
Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See the example later in this topic). For more information on remote access, see Remotely Accessing an Instance (http://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html).
To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an InstanceAccess object is returned containing the instance's IP address and a set of credentials.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation GetInstanceAccess for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess
func (*GameLift) GetInstanceAccessRequest ¶
func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput)
GetInstanceAccessRequest generates a "aws/request.Request" representing the client's request for the GetInstanceAccess operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See GetInstanceAccess for usage and error information.
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 GetInstanceAccess 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 GetInstanceAccessRequest method. req, resp := client.GetInstanceAccessRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess
func (*GameLift) GetInstanceAccessWithContext ¶
func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error)
GetInstanceAccessWithContext is the same as GetInstanceAccess with the addition of the ability to pass a context and additional request options.
See GetInstanceAccess for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) ListAliases ¶
func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error)
ListAliases API operation for Amazon GameLift.
Retrieves 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.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ListAliases for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases
func (*GameLift) ListAliasesRequest ¶
func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput)
ListAliasesRequest generates a "aws/request.Request" representing the client's request for the ListAliases operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See ListAliases for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases
func (*GameLift) ListAliasesWithContext ¶
func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error)
ListAliasesWithContext is the same as ListAliases with the addition of the ability to pass a context and additional request options.
See ListAliases for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) ListBuilds ¶
func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error)
ListBuilds API operation for Amazon GameLift.
Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.
Build records are not listed in any particular order.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ListBuilds for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds
func (*GameLift) ListBuildsRequest ¶
func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput)
ListBuildsRequest generates a "aws/request.Request" representing the client's request for the ListBuilds operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See ListBuilds for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds
func (*GameLift) ListBuildsWithContext ¶
func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error)
ListBuildsWithContext is the same as ListBuilds with the addition of the ability to pass a context and additional request options.
See ListBuilds for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) ListFleets ¶
func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error)
ListFleets API operation for Amazon GameLift.
Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages.
Fleet records are not listed in any particular order.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ListFleets for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets
func (*GameLift) ListFleetsRequest ¶
func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput)
ListFleetsRequest generates a "aws/request.Request" representing the client's request for the ListFleets operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See ListFleets for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets
func (*GameLift) ListFleetsWithContext ¶
func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error)
ListFleetsWithContext is the same as ListFleets with the addition of the ability to pass a context and additional request options.
See ListFleets for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) PutScalingPolicy ¶
func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error)
PutScalingPolicy API operation for Amazon GameLift.
Creates or updates a scaling policy for a fleet. 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.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation PutScalingPolicy for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy
func (*GameLift) PutScalingPolicyRequest ¶
func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput)
PutScalingPolicyRequest generates a "aws/request.Request" representing the client's request for the PutScalingPolicy operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See PutScalingPolicy for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy
func (*GameLift) PutScalingPolicyWithContext ¶
func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error)
PutScalingPolicyWithContext is the same as PutScalingPolicy with the addition of the ability to pass a context and additional request options.
See PutScalingPolicy for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) RequestUploadCredentials ¶
func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error)
RequestUploadCredentials API operation for Amazon GameLift.
This API call is not currently in use. 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.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation RequestUploadCredentials for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials
func (*GameLift) RequestUploadCredentialsRequest ¶
func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput)
RequestUploadCredentialsRequest generates a "aws/request.Request" representing the client's request for the RequestUploadCredentials operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See RequestUploadCredentials for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials
func (*GameLift) RequestUploadCredentialsWithContext ¶
func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error)
RequestUploadCredentialsWithContext is the same as RequestUploadCredentials with the addition of the ability to pass a context and additional request options.
See RequestUploadCredentials for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) ResolveAlias ¶
func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error)
ResolveAlias API operation for Amazon GameLift.
Retrieves the fleet ID that a specified alias is currently pointing to.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation ResolveAlias for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias
func (*GameLift) ResolveAliasRequest ¶
func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput)
ResolveAliasRequest generates a "aws/request.Request" representing the client's request for the ResolveAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See ResolveAlias for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias
func (*GameLift) ResolveAliasWithContext ¶
func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error)
ResolveAliasWithContext is the same as ResolveAlias with the addition of the ability to pass a context and additional request options.
See ResolveAlias for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) SearchGameSessions ¶
func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error)
SearchGameSessions API operation for Amazon GameLift.
Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. Currently a game session search is limited to a single fleet. Search results include only game sessions that are in ACTIVE status. If you need to retrieve game sessions with a status other than active, use DescribeGameSessions. If you need to retrieve the protection policy for each game session, use DescribeGameSessionDetails.
You can search or sort by the following game session attributes:
gameSessionId -- Unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.
gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.
creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.
playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.
maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.
hasAvailablePlayerSessions -- Boolean value indicating whether or not a game session has reached its maximum number of players. When searching with this attribute, the search value must be true or false. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.
To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of GameSession objects matching the request is returned.
Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.
Available in Amazon GameLift Local.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation SearchGameSessions for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException" The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions
func (*GameLift) SearchGameSessionsRequest ¶
func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput)
SearchGameSessionsRequest generates a "aws/request.Request" representing the client's request for the SearchGameSessions operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See SearchGameSessions for usage and error information.
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 SearchGameSessions 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 SearchGameSessionsRequest method. req, resp := client.SearchGameSessionsRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions
func (*GameLift) SearchGameSessionsWithContext ¶
func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error)
SearchGameSessionsWithContext is the same as SearchGameSessions with the addition of the ability to pass a context and additional request options.
See SearchGameSessions for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) StartGameSessionPlacement ¶
func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error)
StartGameSessionPlacement API operation for Amazon GameLift.
Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.
A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.
When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.
Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.
To place a new game session request, specify the following:
The queue name and a set of game session properties and settings
A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request
(Optional) A set of IDs and player data for each player you want to join to the new game session
Latency data for all players (if you want to optimize game play for the players)
If successful, a new game session placement is created.
To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is Fulfilled, a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation StartGameSessionPlacement for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement
func (*GameLift) StartGameSessionPlacementRequest ¶
func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput)
StartGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the StartGameSessionPlacement operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See StartGameSessionPlacement for usage and error information.
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 StartGameSessionPlacement 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 StartGameSessionPlacementRequest method. req, resp := client.StartGameSessionPlacementRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement
func (*GameLift) StartGameSessionPlacementWithContext ¶
func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error)
StartGameSessionPlacementWithContext is the same as StartGameSessionPlacement with the addition of the ability to pass a context and additional request options.
See StartGameSessionPlacement for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) StopGameSessionPlacement ¶
func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error)
StopGameSessionPlacement API operation for Amazon GameLift.
Cancels a game session placement that is in Pending status. To stop a placement, provide the placement ID values. If successful, the placement is moved to Cancelled status.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation StopGameSessionPlacement for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement
func (*GameLift) StopGameSessionPlacementRequest ¶
func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput)
StopGameSessionPlacementRequest generates a "aws/request.Request" representing the client's request for the StopGameSessionPlacement operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See StopGameSessionPlacement for usage and error information.
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 StopGameSessionPlacement 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 StopGameSessionPlacementRequest method. req, resp := client.StopGameSessionPlacementRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement
func (*GameLift) StopGameSessionPlacementWithContext ¶
func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error)
StopGameSessionPlacementWithContext is the same as StopGameSessionPlacement with the addition of the ability to pass a context and additional request options.
See StopGameSessionPlacement for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateAlias ¶
func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error)
UpdateAlias API operation for Amazon GameLift.
Updates properties for a fleet 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.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateAlias for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias
func (*GameLift) UpdateAliasRequest ¶
func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput)
UpdateAliasRequest generates a "aws/request.Request" representing the client's request for the UpdateAlias operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See UpdateAlias for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias
func (*GameLift) UpdateAliasWithContext ¶
func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error)
UpdateAliasWithContext is the same as UpdateAlias with the addition of the ability to pass a context and additional request options.
See UpdateAlias for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateBuild ¶
func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error)
UpdateBuild API operation for Amazon GameLift.
Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateBuild for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild
func (*GameLift) UpdateBuildRequest ¶
func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput)
UpdateBuildRequest generates a "aws/request.Request" representing the client's request for the UpdateBuild operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See UpdateBuild for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild
func (*GameLift) UpdateBuildWithContext ¶
func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error)
UpdateBuildWithContext is the same as UpdateBuild with the addition of the ability to pass a context and additional request options.
See UpdateBuild for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateFleetAttributes ¶
func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error)
UpdateFleetAttributes API operation for Amazon GameLift.
Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetAttributes for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes
func (*GameLift) UpdateFleetAttributesRequest ¶
func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput)
UpdateFleetAttributesRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetAttributes operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See UpdateFleetAttributes for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes
func (*GameLift) UpdateFleetAttributesWithContext ¶
func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error)
UpdateFleetAttributesWithContext is the same as UpdateFleetAttributes with the addition of the ability to pass a context and additional request options.
See UpdateFleetAttributes for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateFleetCapacity ¶
func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error)
UpdateFleetCapacity API operation for Amazon GameLift.
Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.
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.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetCapacity for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity
func (*GameLift) UpdateFleetCapacityRequest ¶
func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput)
UpdateFleetCapacityRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetCapacity operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See UpdateFleetCapacity for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity
func (*GameLift) UpdateFleetCapacityWithContext ¶
func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error)
UpdateFleetCapacityWithContext is the same as UpdateFleetCapacity with the addition of the ability to pass a context and additional request options.
See UpdateFleetCapacity for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateFleetPortSettings ¶
func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error)
UpdateFleetPortSettings API operation for Amazon GameLift.
Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateFleetPortSettings for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
ErrCodeLimitExceededException "LimitExceededException" The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings
func (*GameLift) UpdateFleetPortSettingsRequest ¶
func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput)
UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the client's request for the UpdateFleetPortSettings operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See UpdateFleetPortSettings for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings
func (*GameLift) UpdateFleetPortSettingsWithContext ¶
func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error)
UpdateFleetPortSettingsWithContext is the same as UpdateFleetPortSettings with the addition of the ability to pass a context and additional request options.
See UpdateFleetPortSettings for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateGameSession ¶
func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error)
UpdateGameSession API operation for Amazon GameLift.
Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateGameSession for usage and error information.
Returned Error Codes:
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeConflictException "ConflictException" The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession
func (*GameLift) UpdateGameSessionQueue ¶
func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error)
UpdateGameSessionQueue API operation for Amazon GameLift.
Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateGameSessionQueue for usage and error information.
Returned Error Codes:
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue
func (*GameLift) UpdateGameSessionQueueRequest ¶
func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput)
UpdateGameSessionQueueRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSessionQueue operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See UpdateGameSessionQueue for usage and error information.
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 UpdateGameSessionQueue 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 UpdateGameSessionQueueRequest method. req, resp := client.UpdateGameSessionQueueRequest(params) err := req.Send() if err == nil { // resp is now filled fmt.Println(resp) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue
func (*GameLift) UpdateGameSessionQueueWithContext ¶
func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error)
UpdateGameSessionQueueWithContext is the same as UpdateGameSessionQueue with the addition of the ability to pass a context and additional request options.
See UpdateGameSessionQueue for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateGameSessionRequest ¶
func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput)
UpdateGameSessionRequest generates a "aws/request.Request" representing the client's request for the UpdateGameSession operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See UpdateGameSession for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession
func (*GameLift) UpdateGameSessionWithContext ¶
func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error)
UpdateGameSessionWithContext is the same as UpdateGameSession with the addition of the ability to pass a context and additional request options.
See UpdateGameSession for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
func (*GameLift) UpdateRuntimeConfiguration ¶
func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error)
UpdateRuntimeConfiguration API operation for Amazon GameLift.
Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.
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 Amazon 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 Amazon 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 Amazon GameLift's normal process recycling activity.
Returns awserr.Error for service API and SDK errors. Use runtime type assertions with awserr.Error's Code and Message methods to get detailed information about the error.
See the AWS API reference guide for Amazon GameLift's API operation UpdateRuntimeConfiguration for usage and error information.
Returned Error Codes:
ErrCodeUnauthorizedException "UnauthorizedException" The client failed authentication. Clients should not retry such requests.
ErrCodeNotFoundException "NotFoundException" A service resource associated with the request could not be found. Clients should not retry such requests.
ErrCodeInternalServiceException "InternalServiceException" The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
ErrCodeInvalidRequestException "InvalidRequestException" One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
ErrCodeInvalidFleetStatusException "InvalidFleetStatusException" The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration
func (*GameLift) UpdateRuntimeConfigurationRequest ¶
func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput)
UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the client's request for the UpdateRuntimeConfiguration operation. The "output" return value can be used to capture response data after the request's "Send" method is called.
See UpdateRuntimeConfiguration for usage and error information.
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) }
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration
func (*GameLift) UpdateRuntimeConfigurationWithContext ¶
func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error)
UpdateRuntimeConfigurationWithContext is the same as UpdateRuntimeConfiguration with the addition of the ability to pass a context and additional request options.
See UpdateRuntimeConfiguration for details on how to use this API operation.
The context must be non-nil and will be used for request cancellation. If the context is nil a panic will occur. In the future the SDK may create sub-contexts for http.Requests. See https://golang.org/pkg/context/ for more information on using Contexts.
type GameProperty ¶
type GameProperty struct { // TBD // // Key is a required field Key *string `type:"string" required:"true"` // TBD // // Value is a required field 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/). Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty
func (GameProperty) GoString ¶
func (s GameProperty) GoString() string
GoString returns the string representation
func (*GameProperty) SetKey ¶
func (s *GameProperty) SetKey(v string) *GameProperty
SetKey sets the Key field's value.
func (*GameProperty) SetValue ¶
func (s *GameProperty) SetValue(v string) *GameProperty
SetValue sets the Value field's value.
func (GameProperty) String ¶
func (s GameProperty) String() string
String returns the string representation
func (*GameProperty) Validate ¶
func (s *GameProperty) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GameSession ¶
type GameSession struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a player. This ID is used to enforce a resource protection // policy (if one exists), that limits the number of game sessions a player // can create. CreatorId *string `min:"1" type:"string"` // Number of players currently in the game session. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet the game session is running on. FleetId *string `type:"string"` // Set of developer-defined properties for a game session. These properties // are passed to the server process hosting the game session. GameProperties []*GameProperty `type:"list"` // Unique identifier for the game session. A game session ID has the following // format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string // or idempotency token>. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. Name *string `min:"1" type:"string"` // Indicates whether or not the game session is accepting new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the game session. A game session must have an ACTIVE status // to have player sessions. Status *string `type:"string" enum:"GameSessionStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Properties describing a game session. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSession
func (GameSession) GoString ¶
func (s GameSession) GoString() string
GoString returns the string representation
func (*GameSession) SetCreationTime ¶
func (s *GameSession) SetCreationTime(v time.Time) *GameSession
SetCreationTime sets the CreationTime field's value.
func (*GameSession) SetCreatorId ¶
func (s *GameSession) SetCreatorId(v string) *GameSession
SetCreatorId sets the CreatorId field's value.
func (*GameSession) SetCurrentPlayerSessionCount ¶
func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession
SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value.
func (*GameSession) SetFleetId ¶
func (s *GameSession) SetFleetId(v string) *GameSession
SetFleetId sets the FleetId field's value.
func (*GameSession) SetGameProperties ¶
func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession
SetGameProperties sets the GameProperties field's value.
func (*GameSession) SetGameSessionId ¶
func (s *GameSession) SetGameSessionId(v string) *GameSession
SetGameSessionId sets the GameSessionId field's value.
func (*GameSession) SetIpAddress ¶
func (s *GameSession) SetIpAddress(v string) *GameSession
SetIpAddress sets the IpAddress field's value.
func (*GameSession) SetMaximumPlayerSessionCount ¶
func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (*GameSession) SetName ¶
func (s *GameSession) SetName(v string) *GameSession
SetName sets the Name field's value.
func (*GameSession) SetPlayerSessionCreationPolicy ¶
func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession
SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value.
func (*GameSession) SetPort ¶
func (s *GameSession) SetPort(v int64) *GameSession
SetPort sets the Port field's value.
func (*GameSession) SetStatus ¶
func (s *GameSession) SetStatus(v string) *GameSession
SetStatus sets the Status field's value.
func (*GameSession) SetTerminationTime ¶
func (s *GameSession) SetTerminationTime(v time.Time) *GameSession
SetTerminationTime sets the TerminationTime field's value.
func (GameSession) String ¶
func (s GameSession) String() string
String returns the string representation
type GameSessionDetail ¶
type GameSessionDetail struct { // Object that describes a game session. GameSession *GameSession `type:"structure"` // Current status of protection for the game session. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // contains filtered or unexported fields }
A game session's properties plus the protection policy currently in force. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionDetail
func (GameSessionDetail) GoString ¶
func (s GameSessionDetail) GoString() string
GoString returns the string representation
func (*GameSessionDetail) SetGameSession ¶
func (s *GameSessionDetail) SetGameSession(v *GameSession) *GameSessionDetail
SetGameSession sets the GameSession field's value.
func (*GameSessionDetail) SetProtectionPolicy ¶
func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail
SetProtectionPolicy sets the ProtectionPolicy field's value.
func (GameSessionDetail) String ¶
func (s GameSessionDetail) String() string
String returns the string representation
type GameSessionPlacement ¶
type GameSessionPlacement struct { // Time stamp indicating when this request was completed, canceled, or timed // out. EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Set of developer-defined properties for a game session. These properties // are passed to the server process hosting the game session. GameProperties []*GameProperty `type:"list"` // Identifier for the game session created by this placement request. This value // is set once the new game session is placed (placement status is Fulfilled). // This identifier is unique across all regions. You can use this value as a // GameSessionId value as needed. GameSessionArn *string `min:"1" type:"string"` // Unique identifier for the game session. This value is set once the new game // session is placed (placement status is Fulfilled). GameSessionId *string `min:"1" type:"string"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. GameSessionName *string `min:"1" type:"string"` // Descriptive label that is associated with queue. Queue names must be unique // within each region. GameSessionQueueName *string `min:"1" type:"string"` // Name of the region where the game session created by this placement request // is running. This value is set once the new game session is placed (placement // status is Fulfilled). GameSessionRegion *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. This value is set once // the new game session is placed (placement status is Fulfilled). IpAddress *string `type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Collection of information on player sessions created in response to the game // session placement request. These player sessions are created only once a // new game session is successfully placed (placement status is Fulfilled). // This information includes the player ID (as provided in the placement request) // and the corresponding player session ID. Retrieve full player sessions by // calling DescribePlayerSessions with the player session ID. PlacedPlayerSessions []*PlacedPlayerSession `type:"list"` // Unique identifier for a game session placement. PlacementId *string `min:"1" type:"string"` // Set of values, expressed in milliseconds, indicating the amount of latency // that players are experiencing when connected to AWS regions. PlayerLatencies []*PlayerLatency `type:"list"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. This value is set once // the new game session is placed (placement status is Fulfilled). Port *int64 `min:"1" type:"integer"` // Time stamp indicating when this request was placed in the queue. Format is // a number expressed in Unix time as milliseconds (for example "1469498468.057"). StartTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Current status of the game session placement request. // // * PENDING – The placement request is currently in the queue waiting to // be processed. // // * FULFILLED – A new game session and player sessions (if requested) have // been successfully created. Values for GameSessionArn and GameSessionRegion // are available. // // * CANCELLED – The placement request was canceled with a call to StopGameSessionPlacement. // // * TIMED_OUT – A new game session was not successfully created before the // time limit expired. You can resubmit the placement request as needed. Status *string `type:"string" enum:"GameSessionPlacementState"` // contains filtered or unexported fields }
Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.
Game session placement-related operations include:
StartGameSessionPlacement
DescribeGameSessionPlacement
StopGameSessionPlacement
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionPlacement
func (GameSessionPlacement) GoString ¶
func (s GameSessionPlacement) GoString() string
GoString returns the string representation
func (*GameSessionPlacement) SetEndTime ¶
func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement
SetEndTime sets the EndTime field's value.
func (*GameSessionPlacement) SetGameProperties ¶
func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement
SetGameProperties sets the GameProperties field's value.
func (*GameSessionPlacement) SetGameSessionArn ¶
func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement
SetGameSessionArn sets the GameSessionArn field's value.
func (*GameSessionPlacement) SetGameSessionId ¶
func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement
SetGameSessionId sets the GameSessionId field's value.
func (*GameSessionPlacement) SetGameSessionName ¶
func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement
SetGameSessionName sets the GameSessionName field's value.
func (*GameSessionPlacement) SetGameSessionQueueName ¶
func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement
SetGameSessionQueueName sets the GameSessionQueueName field's value.
func (*GameSessionPlacement) SetGameSessionRegion ¶
func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement
SetGameSessionRegion sets the GameSessionRegion field's value.
func (*GameSessionPlacement) SetIpAddress ¶
func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement
SetIpAddress sets the IpAddress field's value.
func (*GameSessionPlacement) SetMaximumPlayerSessionCount ¶
func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (*GameSessionPlacement) SetPlacedPlayerSessions ¶
func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement
SetPlacedPlayerSessions sets the PlacedPlayerSessions field's value.
func (*GameSessionPlacement) SetPlacementId ¶
func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement
SetPlacementId sets the PlacementId field's value.
func (*GameSessionPlacement) SetPlayerLatencies ¶
func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement
SetPlayerLatencies sets the PlayerLatencies field's value.
func (*GameSessionPlacement) SetPort ¶
func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement
SetPort sets the Port field's value.
func (*GameSessionPlacement) SetStartTime ¶
func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement
SetStartTime sets the StartTime field's value.
func (*GameSessionPlacement) SetStatus ¶
func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement
SetStatus sets the Status field's value.
func (GameSessionPlacement) String ¶
func (s GameSessionPlacement) String() string
String returns the string representation
type GameSessionQueue ¶
type GameSessionQueue struct { // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. GameSessionQueueArn *string `min:"1" type:"string"` // Descriptive label that is associated with queue. Queue names must be unique // within each region. Name *string `min:"1" type:"string"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:
The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.
The length of time that placement requests can wait in the queue before timing out.
A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.
Queue-related operations include the following:
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueue
func (GameSessionQueue) GoString ¶
func (s GameSessionQueue) GoString() string
GoString returns the string representation
func (*GameSessionQueue) SetDestinations ¶
func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue
SetDestinations sets the Destinations field's value.
func (*GameSessionQueue) SetGameSessionQueueArn ¶
func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue
SetGameSessionQueueArn sets the GameSessionQueueArn field's value.
func (*GameSessionQueue) SetName ¶
func (s *GameSessionQueue) SetName(v string) *GameSessionQueue
SetName sets the Name field's value.
func (*GameSessionQueue) SetPlayerLatencyPolicies ¶
func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue
SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.
func (*GameSessionQueue) SetTimeoutInSeconds ¶
func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue
SetTimeoutInSeconds sets the TimeoutInSeconds field's value.
func (GameSessionQueue) String ¶
func (s GameSessionQueue) String() string
String returns the string representation
type GameSessionQueueDestination ¶
type GameSessionQueueDestination struct { // Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which // include a fleet ID or alias ID and a region name, provide a unique identifier // across all regions. DestinationArn *string `min:"1" type:"string"` // contains filtered or unexported fields }
Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination configured for a queue. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueueDestination
func (GameSessionQueueDestination) GoString ¶
func (s GameSessionQueueDestination) GoString() string
GoString returns the string representation
func (*GameSessionQueueDestination) SetDestinationArn ¶
func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQueueDestination
SetDestinationArn sets the DestinationArn field's value.
func (GameSessionQueueDestination) String ¶
func (s GameSessionQueueDestination) String() string
String returns the string representation
func (*GameSessionQueueDestination) Validate ¶
func (s *GameSessionQueueDestination) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GetGameSessionLogUrlInput ¶
type GetGameSessionLogUrlInput struct { // Unique identifier for the game session to get logs for. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlInput
func (GetGameSessionLogUrlInput) GoString ¶
func (s GetGameSessionLogUrlInput) GoString() string
GoString returns the string representation
func (*GetGameSessionLogUrlInput) SetGameSessionId ¶
func (s *GetGameSessionLogUrlInput) SetGameSessionId(v string) *GetGameSessionLogUrlInput
SetGameSessionId sets the GameSessionId field's value.
func (GetGameSessionLogUrlInput) String ¶
func (s GetGameSessionLogUrlInput) String() string
String returns the string representation
func (*GetGameSessionLogUrlInput) Validate ¶
func (s *GetGameSessionLogUrlInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GetGameSessionLogUrlOutput ¶
type GetGameSessionLogUrlOutput struct { // Location of the requested game session logs, available for download. PreSignedUrl *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlOutput
func (GetGameSessionLogUrlOutput) GoString ¶
func (s GetGameSessionLogUrlOutput) GoString() string
GoString returns the string representation
func (*GetGameSessionLogUrlOutput) SetPreSignedUrl ¶
func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLogUrlOutput
SetPreSignedUrl sets the PreSignedUrl field's value.
func (GetGameSessionLogUrlOutput) String ¶
func (s GetGameSessionLogUrlOutput) String() string
String returns the string representation
type GetInstanceAccessInput ¶
type GetInstanceAccessInput struct { // Unique identifier for a fleet that contains the instance you want access // to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, // or ERROR. Fleets with an ERROR status may be accessible for a short time // before they are deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for an instance you want to get access to. You can access // an instance in any status. // // InstanceId is a required field InstanceId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessInput
func (GetInstanceAccessInput) GoString ¶
func (s GetInstanceAccessInput) GoString() string
GoString returns the string representation
func (*GetInstanceAccessInput) SetFleetId ¶
func (s *GetInstanceAccessInput) SetFleetId(v string) *GetInstanceAccessInput
SetFleetId sets the FleetId field's value.
func (*GetInstanceAccessInput) SetInstanceId ¶
func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput
SetInstanceId sets the InstanceId field's value.
func (GetInstanceAccessInput) String ¶
func (s GetInstanceAccessInput) String() string
String returns the string representation
func (*GetInstanceAccessInput) Validate ¶
func (s *GetInstanceAccessInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type GetInstanceAccessOutput ¶
type GetInstanceAccessOutput struct { // Object that contains connection information for a fleet instance, including // IP address and access credentials. InstanceAccess *InstanceAccess `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessOutput
func (GetInstanceAccessOutput) GoString ¶
func (s GetInstanceAccessOutput) GoString() string
GoString returns the string representation
func (*GetInstanceAccessOutput) SetInstanceAccess ¶
func (s *GetInstanceAccessOutput) SetInstanceAccess(v *InstanceAccess) *GetInstanceAccessOutput
SetInstanceAccess sets the InstanceAccess field's value.
func (GetInstanceAccessOutput) String ¶
func (s GetInstanceAccessOutput) String() string
String returns the string representation
type Instance ¶
type Instance struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet that the instance is in. FleetId *string `type:"string"` // Unique identifier for an instance. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on this instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Current status of the instance. Possible statuses include the following: // // * PENDING – The instance is in the process of being created and launching // server processes as defined in the fleet's runtime configuration. // // * ACTIVE – The instance has been successfully created and at least one // server process has successfully launched and reported back to Amazon GameLift // that it is ready to host a game session. The instance is now considered // ready to host game sessions. // // * TERMINATING – The instance is in the process of shutting down. This // may happen to reduce capacity during a scaling down event or to recycle // resources in the event of a problem. Status *string `type:"string" enum:"InstanceStatus"` // EC2 instance type that defines the computing resources of this instance. Type *string `type:"string" enum:"EC2InstanceType"` // contains filtered or unexported fields }
Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet contains zero or more instances. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Instance
func (*Instance) SetCreationTime ¶
SetCreationTime sets the CreationTime field's value.
func (*Instance) SetFleetId ¶
SetFleetId sets the FleetId field's value.
func (*Instance) SetInstanceId ¶
SetInstanceId sets the InstanceId field's value.
func (*Instance) SetIpAddress ¶
SetIpAddress sets the IpAddress field's value.
func (*Instance) SetOperatingSystem ¶
SetOperatingSystem sets the OperatingSystem field's value.
type InstanceAccess ¶
type InstanceAccess struct { // Credentials required to access the instance. Credentials *InstanceCredentials `type:"structure"` // Unique identifier for a fleet containing the instance being accessed. FleetId *string `type:"string"` // Unique identifier for an instance being accessed. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on the instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // contains filtered or unexported fields }
Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceAccess
func (InstanceAccess) GoString ¶
func (s InstanceAccess) GoString() string
GoString returns the string representation
func (*InstanceAccess) SetCredentials ¶
func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess
SetCredentials sets the Credentials field's value.
func (*InstanceAccess) SetFleetId ¶
func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess
SetFleetId sets the FleetId field's value.
func (*InstanceAccess) SetInstanceId ¶
func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess
SetInstanceId sets the InstanceId field's value.
func (*InstanceAccess) SetIpAddress ¶
func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess
SetIpAddress sets the IpAddress field's value.
func (*InstanceAccess) SetOperatingSystem ¶
func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess
SetOperatingSystem sets the OperatingSystem field's value.
func (InstanceAccess) String ¶
func (s InstanceAccess) String() string
String returns the string representation
type InstanceCredentials ¶
type InstanceCredentials struct { // Secret string. For Windows instances, the secret is a password for use with // Windows Remote Desktop. For Linux instances, it is a private key (which must // be saved as a .pem file) for use with SSH. Secret *string `min:"1" type:"string"` // User login string. UserName *string `min:"1" type:"string"` // contains filtered or unexported fields }
Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceCredentials
func (InstanceCredentials) GoString ¶
func (s InstanceCredentials) GoString() string
GoString returns the string representation
func (*InstanceCredentials) SetSecret ¶
func (s *InstanceCredentials) SetSecret(v string) *InstanceCredentials
SetSecret sets the Secret field's value.
func (*InstanceCredentials) SetUserName ¶
func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials
SetUserName sets the UserName field's value.
func (InstanceCredentials) String ¶
func (s InstanceCredentials) String() string
String returns the string representation
type IpPermission ¶
type IpPermission struct { // Starting value for a range of allowed port numbers. // // FromPort is a required field FromPort *int64 `min:"1" type:"integer" required:"true"` // Range of allowed IP addresses. This value must be expressed in CIDR notation. // Example: "000.000.000.000/[subnet mask]" or optionally the shortened version // "0.0.0.0/[subnet mask]". // // IpRange is a required field IpRange *string `type:"string" required:"true"` // Network communication protocol used by the fleet. // // Protocol is a required field Protocol *string `type:"string" required:"true" enum:"IpProtocol"` // Ending value for a range of allowed port numbers. Port numbers are end-inclusive. // This value must be higher than FromPort. // // ToPort is a required field ToPort *int64 `min:"1" type:"integer" required:"true"` // contains filtered or unexported fields }
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on Amazon GameLift. Each game session hosted on a fleet is assigned a unique combination of IP address and port number, which must fall into the fleet's allowed ranges. This combination is included in the GameSession object. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/IpPermission
func (IpPermission) GoString ¶
func (s IpPermission) GoString() string
GoString returns the string representation
func (*IpPermission) SetFromPort ¶
func (s *IpPermission) SetFromPort(v int64) *IpPermission
SetFromPort sets the FromPort field's value.
func (*IpPermission) SetIpRange ¶
func (s *IpPermission) SetIpRange(v string) *IpPermission
SetIpRange sets the IpRange field's value.
func (*IpPermission) SetProtocol ¶
func (s *IpPermission) SetProtocol(v string) *IpPermission
SetProtocol sets the Protocol field's value.
func (*IpPermission) SetToPort ¶
func (s *IpPermission) SetToPort(v int64) *IpPermission
SetToPort sets the ToPort field's value.
func (IpPermission) String ¶
func (s IpPermission) String() string
String returns the string representation
func (*IpPermission) Validate ¶
func (s *IpPermission) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListAliasesInput ¶
type ListAliasesInput struct { // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesInput
func (ListAliasesInput) GoString ¶
func (s ListAliasesInput) GoString() string
GoString returns the string representation
func (*ListAliasesInput) SetLimit ¶
func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput
SetLimit sets the Limit field's value.
func (*ListAliasesInput) SetName ¶
func (s *ListAliasesInput) SetName(v string) *ListAliasesInput
SetName sets the Name field's value.
func (*ListAliasesInput) SetNextToken ¶
func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput
SetNextToken sets the NextToken field's value.
func (*ListAliasesInput) SetRoutingStrategyType ¶
func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput
SetRoutingStrategyType sets the RoutingStrategyType field's value.
func (ListAliasesInput) String ¶
func (s ListAliasesInput) String() string
String returns the string representation
func (*ListAliasesInput) Validate ¶
func (s *ListAliasesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListAliasesOutput ¶
type ListAliasesOutput struct { // Collection of alias records that match the list request. Aliases []*Alias `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesOutput
func (ListAliasesOutput) GoString ¶
func (s ListAliasesOutput) GoString() string
GoString returns the string representation
func (*ListAliasesOutput) SetAliases ¶
func (s *ListAliasesOutput) SetAliases(v []*Alias) *ListAliasesOutput
SetAliases sets the Aliases field's value.
func (*ListAliasesOutput) SetNextToken ¶
func (s *ListAliasesOutput) SetNextToken(v string) *ListAliasesOutput
SetNextToken sets the NextToken field's value.
func (ListAliasesOutput) String ¶
func (s ListAliasesOutput) String() string
String returns the string representation
type ListBuildsInput ¶
type ListBuildsInput struct { // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Build status to filter results by. To retrieve all builds, leave this parameter // empty. // // Possible build statuses include the following: // // * INITIALIZED – A new build has been defined, but no files have been uploaded. // You cannot create fleets for builds that are in this status. When a build // is successfully created, the build status is set to this value. // // * READY – The game build has been successfully uploaded. You can now create // new fleets for this build. // // * FAILED – The game build upload failed. You cannot create new fleets // for this build. Status *string `type:"string" enum:"BuildStatus"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsInput
func (ListBuildsInput) GoString ¶
func (s ListBuildsInput) GoString() string
GoString returns the string representation
func (*ListBuildsInput) SetLimit ¶
func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput
SetLimit sets the Limit field's value.
func (*ListBuildsInput) SetNextToken ¶
func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput
SetNextToken sets the NextToken field's value.
func (*ListBuildsInput) SetStatus ¶
func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput
SetStatus sets the Status field's value.
func (ListBuildsInput) String ¶
func (s ListBuildsInput) String() string
String returns the string representation
func (*ListBuildsInput) Validate ¶
func (s *ListBuildsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListBuildsOutput ¶
type ListBuildsOutput struct { // Collection of build records that match the request. Builds []*Build `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsOutput
func (ListBuildsOutput) GoString ¶
func (s ListBuildsOutput) GoString() string
GoString returns the string representation
func (*ListBuildsOutput) SetBuilds ¶
func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput
SetBuilds sets the Builds field's value.
func (*ListBuildsOutput) SetNextToken ¶
func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput
SetNextToken sets the NextToken field's value.
func (ListBuildsOutput) String ¶
func (s ListBuildsOutput) String() string
String returns the string representation
type ListFleetsInput ¶
type ListFleetsInput struct { // Unique identifier for a build to return fleets for. Use this parameter to // return only fleets using the specified build. To retrieve all fleets, leave // this parameter empty. BuildId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsInput
func (ListFleetsInput) GoString ¶
func (s ListFleetsInput) GoString() string
GoString returns the string representation
func (*ListFleetsInput) SetBuildId ¶
func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput
SetBuildId sets the BuildId field's value.
func (*ListFleetsInput) SetLimit ¶
func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput
SetLimit sets the Limit field's value.
func (*ListFleetsInput) SetNextToken ¶
func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput
SetNextToken sets the NextToken field's value.
func (ListFleetsInput) String ¶
func (s ListFleetsInput) String() string
String returns the string representation
func (*ListFleetsInput) Validate ¶
func (s *ListFleetsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ListFleetsOutput ¶
type ListFleetsOutput struct { // Set of fleet IDs matching the list request. You can retrieve additional information // about all returned fleets by passing this result set to a call to DescribeFleetAttributes, // DescribeFleetCapacity, or DescribeFleetUtilization. FleetIds []*string `min:"1" type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsOutput
func (ListFleetsOutput) GoString ¶
func (s ListFleetsOutput) GoString() string
GoString returns the string representation
func (*ListFleetsOutput) SetFleetIds ¶
func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput
SetFleetIds sets the FleetIds field's value.
func (*ListFleetsOutput) SetNextToken ¶
func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput
SetNextToken sets the NextToken field's value.
func (ListFleetsOutput) String ¶
func (s ListFleetsOutput) String() string
String returns the string representation
type PlacedPlayerSession ¶
type PlacedPlayerSession struct { // Unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // contains filtered or unexported fields }
Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlacedPlayerSession
func (PlacedPlayerSession) GoString ¶
func (s PlacedPlayerSession) GoString() string
GoString returns the string representation
func (*PlacedPlayerSession) SetPlayerId ¶
func (s *PlacedPlayerSession) SetPlayerId(v string) *PlacedPlayerSession
SetPlayerId sets the PlayerId field's value.
func (*PlacedPlayerSession) SetPlayerSessionId ¶
func (s *PlacedPlayerSession) SetPlayerSessionId(v string) *PlacedPlayerSession
SetPlayerSessionId sets the PlayerSessionId field's value.
func (PlacedPlayerSession) String ¶
func (s PlacedPlayerSession) String() string
String returns the string representation
type PlayerLatency ¶
type PlayerLatency struct { // Amount of time that represents the time lag experienced by the player when // connected to the specified region. LatencyInMilliseconds *float64 `type:"float"` // Unique identifier for a player associated with the latency data. PlayerId *string `min:"1" type:"string"` // Name of the region that is associated with the latency value. RegionIdentifier *string `min:"1" type:"string"` // contains filtered or unexported fields }
Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified region. The relative difference between a player's latency values for multiple regions are used to determine which fleets are best suited to place a new game session for the player. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatency
func (PlayerLatency) GoString ¶
func (s PlayerLatency) GoString() string
GoString returns the string representation
func (*PlayerLatency) SetLatencyInMilliseconds ¶
func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency
SetLatencyInMilliseconds sets the LatencyInMilliseconds field's value.
func (*PlayerLatency) SetPlayerId ¶
func (s *PlayerLatency) SetPlayerId(v string) *PlayerLatency
SetPlayerId sets the PlayerId field's value.
func (*PlayerLatency) SetRegionIdentifier ¶
func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency
SetRegionIdentifier sets the RegionIdentifier field's value.
func (PlayerLatency) String ¶
func (s PlayerLatency) String() string
String returns the string representation
func (*PlayerLatency) Validate ¶
func (s *PlayerLatency) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type PlayerLatencyPolicy ¶
type PlayerLatencyPolicy struct { // The maximum latency value that is allowed for any player, in milliseconds. // All policies must have a value set for this property. MaximumIndividualPlayerLatencyMilliseconds *int64 `type:"integer"` // The length of time, in seconds, that the policy is enforced while placing // a new game session. A null value for this property means that the policy // is enforced until the queue times out. PolicyDurationSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed at any destination in a region where a player is reporting latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.
Latency policy-related operations include:
CreateGameSessionQueue
UpdateGameSessionQueue
StartGameSessionPlacement
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatencyPolicy
func (PlayerLatencyPolicy) GoString ¶
func (s PlayerLatencyPolicy) GoString() string
GoString returns the string representation
func (*PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds ¶
func (s *PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds(v int64) *PlayerLatencyPolicy
SetMaximumIndividualPlayerLatencyMilliseconds sets the MaximumIndividualPlayerLatencyMilliseconds field's value.
func (*PlayerLatencyPolicy) SetPolicyDurationSeconds ¶
func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPolicy
SetPolicyDurationSeconds sets the PolicyDurationSeconds field's value.
func (PlayerLatencyPolicy) String ¶
func (s PlayerLatencyPolicy) String() string
String returns the string representation
type PlayerSession ¶
type PlayerSession struct { // Time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // Unique identifier for a fleet that the player's game session is running on. FleetId *string `type:"string"` // Unique identifier for the game session that the player session is connected // to. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` // Port number for the game session. To connect to a Amazon GameLift server // process, an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the player session. // // Possible player session statuses include the following: // // * RESERVED – The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE – The player has been validated by the server process and is // currently connected. // // * COMPLETED – The player connection has been dropped. // // * TIMEDOUT – A player session request was received, but the player did // not connect and/or was not validated within the time-out limit (60 seconds). Status *string `type:"string" enum:"PlayerSessionStatus"` // Time stamp indicating when this data object was terminated. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"` // contains filtered or unexported fields }
Properties describing a player session. A player session represents either a player reservation for a game session or actual player activity in a game session. A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated.
Player session-related operations include:
CreatePlayerSession
CreatePlayerSessions
DescribePlayerSessions
Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerSession
func (PlayerSession) GoString ¶
func (s PlayerSession) GoString() string
GoString returns the string representation
func (*PlayerSession) SetCreationTime ¶
func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession
SetCreationTime sets the CreationTime field's value.
func (*PlayerSession) SetFleetId ¶
func (s *PlayerSession) SetFleetId(v string) *PlayerSession
SetFleetId sets the FleetId field's value.
func (*PlayerSession) SetGameSessionId ¶
func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession
SetGameSessionId sets the GameSessionId field's value.
func (*PlayerSession) SetIpAddress ¶
func (s *PlayerSession) SetIpAddress(v string) *PlayerSession
SetIpAddress sets the IpAddress field's value.
func (*PlayerSession) SetPlayerData ¶
func (s *PlayerSession) SetPlayerData(v string) *PlayerSession
SetPlayerData sets the PlayerData field's value.
func (*PlayerSession) SetPlayerId ¶
func (s *PlayerSession) SetPlayerId(v string) *PlayerSession
SetPlayerId sets the PlayerId field's value.
func (*PlayerSession) SetPlayerSessionId ¶
func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession
SetPlayerSessionId sets the PlayerSessionId field's value.
func (*PlayerSession) SetPort ¶
func (s *PlayerSession) SetPort(v int64) *PlayerSession
SetPort sets the Port field's value.
func (*PlayerSession) SetStatus ¶
func (s *PlayerSession) SetStatus(v string) *PlayerSession
SetStatus sets the Status field's value.
func (*PlayerSession) SetTerminationTime ¶
func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession
SetTerminationTime sets the TerminationTime field's value.
func (PlayerSession) String ¶
func (s PlayerSession) String() string
String returns the string representation
type PutScalingPolicyInput ¶
type PutScalingPolicyInput struct { // Comparison operator to use when measuring the metric against the threshold // value. // // ComparisonOperator is a required field 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 is a required field EvaluationPeriods *int64 `min:"1" type:"integer" required:"true"` // Unique identifier for a fleet to apply this policy to. // // FleetId is a required field 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 is a required field MetricName *string `type:"string" required:"true" enum:"MetricName"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. A fleet can have only one scaling policy with the // same name. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Amount of adjustment to make, based on the scaling adjustment type. // // ScalingAdjustment is a required field 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 is a required field ScalingAdjustmentType *string `type:"string" required:"true" enum:"ScalingAdjustmentType"` // Metric value used to trigger a scaling event. // // Threshold is a required field Threshold *float64 `type:"double" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyInput
func (PutScalingPolicyInput) GoString ¶
func (s PutScalingPolicyInput) GoString() string
GoString returns the string representation
func (*PutScalingPolicyInput) SetComparisonOperator ¶
func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput
SetComparisonOperator sets the ComparisonOperator field's value.
func (*PutScalingPolicyInput) SetEvaluationPeriods ¶
func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput
SetEvaluationPeriods sets the EvaluationPeriods field's value.
func (*PutScalingPolicyInput) SetFleetId ¶
func (s *PutScalingPolicyInput) SetFleetId(v string) *PutScalingPolicyInput
SetFleetId sets the FleetId field's value.
func (*PutScalingPolicyInput) SetMetricName ¶
func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput
SetMetricName sets the MetricName field's value.
func (*PutScalingPolicyInput) SetName ¶
func (s *PutScalingPolicyInput) SetName(v string) *PutScalingPolicyInput
SetName sets the Name field's value.
func (*PutScalingPolicyInput) SetScalingAdjustment ¶
func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput
SetScalingAdjustment sets the ScalingAdjustment field's value.
func (*PutScalingPolicyInput) SetScalingAdjustmentType ¶
func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput
SetScalingAdjustmentType sets the ScalingAdjustmentType field's value.
func (*PutScalingPolicyInput) SetThreshold ¶
func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput
SetThreshold sets the Threshold field's value.
func (PutScalingPolicyInput) String ¶
func (s PutScalingPolicyInput) String() string
String returns the string representation
func (*PutScalingPolicyInput) Validate ¶
func (s *PutScalingPolicyInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type PutScalingPolicyOutput ¶
type PutScalingPolicyOutput struct { // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. Name *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyOutput
func (PutScalingPolicyOutput) GoString ¶
func (s PutScalingPolicyOutput) GoString() string
GoString returns the string representation
func (*PutScalingPolicyOutput) SetName ¶
func (s *PutScalingPolicyOutput) SetName(v string) *PutScalingPolicyOutput
SetName sets the Name field's value.
func (PutScalingPolicyOutput) String ¶
func (s PutScalingPolicyOutput) String() string
String returns the string representation
type RequestUploadCredentialsInput ¶
type RequestUploadCredentialsInput struct { // Unique identifier for a build to get credentials for. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsInput
func (RequestUploadCredentialsInput) GoString ¶
func (s RequestUploadCredentialsInput) GoString() string
GoString returns the string representation
func (*RequestUploadCredentialsInput) SetBuildId ¶
func (s *RequestUploadCredentialsInput) SetBuildId(v string) *RequestUploadCredentialsInput
SetBuildId sets the BuildId field's value.
func (RequestUploadCredentialsInput) String ¶
func (s RequestUploadCredentialsInput) String() string
String returns the string representation
func (*RequestUploadCredentialsInput) Validate ¶
func (s *RequestUploadCredentialsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type RequestUploadCredentialsOutput ¶
type RequestUploadCredentialsOutput struct { // Amazon S3 path and key, identifying where the game build files are stored. StorageLocation *S3Location `type:"structure"` // AWS credentials required when uploading a game build to the storage location. // These credentials have a limited lifespan and are valid only for the build // they were issued for. UploadCredentials *AwsCredentials `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsOutput
func (RequestUploadCredentialsOutput) GoString ¶
func (s RequestUploadCredentialsOutput) GoString() string
GoString returns the string representation
func (*RequestUploadCredentialsOutput) SetStorageLocation ¶
func (s *RequestUploadCredentialsOutput) SetStorageLocation(v *S3Location) *RequestUploadCredentialsOutput
SetStorageLocation sets the StorageLocation field's value.
func (*RequestUploadCredentialsOutput) SetUploadCredentials ¶
func (s *RequestUploadCredentialsOutput) SetUploadCredentials(v *AwsCredentials) *RequestUploadCredentialsOutput
SetUploadCredentials sets the UploadCredentials field's value.
func (RequestUploadCredentialsOutput) String ¶
func (s RequestUploadCredentialsOutput) String() string
String returns the string representation
type ResolveAliasInput ¶
type ResolveAliasInput struct { // Unique identifier for the alias you want to resolve. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasInput
func (ResolveAliasInput) GoString ¶
func (s ResolveAliasInput) GoString() string
GoString returns the string representation
func (*ResolveAliasInput) SetAliasId ¶
func (s *ResolveAliasInput) SetAliasId(v string) *ResolveAliasInput
SetAliasId sets the AliasId field's value.
func (ResolveAliasInput) String ¶
func (s ResolveAliasInput) String() string
String returns the string representation
func (*ResolveAliasInput) Validate ¶
func (s *ResolveAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ResolveAliasOutput ¶
type ResolveAliasOutput struct { // Fleet identifier that is associated with the requested alias. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasOutput
func (ResolveAliasOutput) GoString ¶
func (s ResolveAliasOutput) GoString() string
GoString returns the string representation
func (*ResolveAliasOutput) SetFleetId ¶
func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput
SetFleetId sets the FleetId field's value.
func (ResolveAliasOutput) String ¶
func (s ResolveAliasOutput) String() string
String returns the string representation
type ResourceCreationLimitPolicy ¶
type ResourceCreationLimitPolicy struct { // Maximum number of game sessions that an individual can create during the // policy period. NewGameSessionsPerCreator *int64 `type:"integer"` // Time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *int64 `type:"integer"` // contains filtered or unexported fields }
Policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".
The policy is evaluated when a player tries to create a new game session. For example, with a policy of 10 new game sessions and a time period of 60 minutes, on receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than 10 game sessions in the past 60 minutes. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResourceCreationLimitPolicy
func (ResourceCreationLimitPolicy) GoString ¶
func (s ResourceCreationLimitPolicy) GoString() string
GoString returns the string representation
func (*ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator ¶
func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy
SetNewGameSessionsPerCreator sets the NewGameSessionsPerCreator field's value.
func (*ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes ¶
func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy
SetPolicyPeriodInMinutes sets the PolicyPeriodInMinutes field's value.
func (ResourceCreationLimitPolicy) String ¶
func (s ResourceCreationLimitPolicy) String() string
String returns the string representation
type RoutingStrategy ¶
type RoutingStrategy struct { // Unique identifier for a fleet that the alias points to. FleetId *string `type:"string"` // Message text to be used with a terminal routing strategy. Message *string `type:"string"` // Type of routing strategy. // // Possible routing types include the following: // // * SIMPLE – The alias resolves to one specific fleet. Use this type when // routing to active fleets. // // * TERMINAL – The alias does not resolve to a fleet but instead can be // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException // with the RoutingStrategy message embedded. Type *string `type:"string" enum:"RoutingStrategyType"` // contains filtered or unexported fields }
Routing configuration for a fleet alias. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RoutingStrategy
func (RoutingStrategy) GoString ¶
func (s RoutingStrategy) GoString() string
GoString returns the string representation
func (*RoutingStrategy) SetFleetId ¶
func (s *RoutingStrategy) SetFleetId(v string) *RoutingStrategy
SetFleetId sets the FleetId field's value.
func (*RoutingStrategy) SetMessage ¶
func (s *RoutingStrategy) SetMessage(v string) *RoutingStrategy
SetMessage sets the Message field's value.
func (*RoutingStrategy) SetType ¶
func (s *RoutingStrategy) SetType(v string) *RoutingStrategy
SetType sets the Type field's value.
func (RoutingStrategy) String ¶
func (s RoutingStrategy) String() string
String returns the string representation
type RuntimeConfiguration ¶
type RuntimeConfiguration struct { // Maximum amount of time (in seconds) that a game session can remain in status // ACTIVATING. If the game session is not active before the timeout, activation // is terminated and the game session status is changed to TERMINATED. GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"` // Maximum number of game sessions with status ACTIVATING to allow on an instance // simultaneously. This setting limits the amount of instance resources that // can be used for new game activations at any one time. MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"` // Collection of server process configurations that describe which server processes // to run on each instance in a fleet. ServerProcesses []*ServerProcess `min:"1" type:"list"` // contains filtered or unexported fields }
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 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 Amazon 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RuntimeConfiguration
func (RuntimeConfiguration) GoString ¶
func (s RuntimeConfiguration) GoString() string
GoString returns the string representation
func (*RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds ¶
func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration
SetGameSessionActivationTimeoutSeconds sets the GameSessionActivationTimeoutSeconds field's value.
func (*RuntimeConfiguration) SetMaxConcurrentGameSessionActivations ¶
func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration
SetMaxConcurrentGameSessionActivations sets the MaxConcurrentGameSessionActivations field's value.
func (*RuntimeConfiguration) SetServerProcesses ¶
func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration
SetServerProcesses sets the ServerProcesses field's value.
func (RuntimeConfiguration) String ¶
func (s RuntimeConfiguration) String() string
String returns the string representation
func (*RuntimeConfiguration) Validate ¶
func (s *RuntimeConfiguration) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type S3Location ¶
type S3Location struct { // Amazon S3 bucket identifier. This is the name of your S3 bucket. Bucket *string `min:"1" type:"string"` // Name of the zip file containing your build files. Key *string `min:"1" type:"string"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // for the access role that allows Amazon GameLift to access your S3 bucket. RoleArn *string `min:"1" type:"string"` // contains filtered or unexported fields }
Location in Amazon Simple Storage Service (Amazon S3) where build files can be stored for access by Amazon GameLift. This location is specified in a CreateBuild request. For more details, see the Create a Build with Files in Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build). Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/S3Location
func (S3Location) GoString ¶
func (s S3Location) GoString() string
GoString returns the string representation
func (*S3Location) SetBucket ¶
func (s *S3Location) SetBucket(v string) *S3Location
SetBucket sets the Bucket field's value.
func (*S3Location) SetKey ¶
func (s *S3Location) SetKey(v string) *S3Location
SetKey sets the Key field's value.
func (*S3Location) SetRoleArn ¶
func (s *S3Location) SetRoleArn(v string) *S3Location
SetRoleArn sets the RoleArn field's value.
func (S3Location) String ¶
func (s S3Location) String() string
String returns the string representation
func (*S3Location) Validate ¶
func (s *S3Location) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type ScalingPolicy ¶
type ScalingPolicy struct { // Comparison operator to use when measuring a metric against the threshold // value. ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` // Unique identifier for a fleet that is associated with this scaling policy. FleetId *string `type:"string"` // Name of the Amazon GameLift-defined metric that is used to trigger 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 that is 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 status. // // * ACTIVE – The scaling policy is currently in force. // // * UPDATE_REQUESTED – A request to update the scaling policy has been received. // // * UPDATING – A change is being made to the scaling policy. // // * DELETE_REQUESTED – A request to delete the scaling policy has been received. // // * DELETING – The scaling policy is being deleted. // // * DELETED – The scaling policy has been deleted. // // * ERROR – An error occurred in creating the policy. It should be removed // and recreated. Status *string `type:"string" enum:"ScalingStatusType"` // 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ScalingPolicy
func (ScalingPolicy) GoString ¶
func (s ScalingPolicy) GoString() string
GoString returns the string representation
func (*ScalingPolicy) SetComparisonOperator ¶
func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy
SetComparisonOperator sets the ComparisonOperator field's value.
func (*ScalingPolicy) SetEvaluationPeriods ¶
func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy
SetEvaluationPeriods sets the EvaluationPeriods field's value.
func (*ScalingPolicy) SetFleetId ¶
func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy
SetFleetId sets the FleetId field's value.
func (*ScalingPolicy) SetMetricName ¶
func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy
SetMetricName sets the MetricName field's value.
func (*ScalingPolicy) SetName ¶
func (s *ScalingPolicy) SetName(v string) *ScalingPolicy
SetName sets the Name field's value.
func (*ScalingPolicy) SetScalingAdjustment ¶
func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy
SetScalingAdjustment sets the ScalingAdjustment field's value.
func (*ScalingPolicy) SetScalingAdjustmentType ¶
func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy
SetScalingAdjustmentType sets the ScalingAdjustmentType field's value.
func (*ScalingPolicy) SetStatus ¶
func (s *ScalingPolicy) SetStatus(v string) *ScalingPolicy
SetStatus sets the Status field's value.
func (*ScalingPolicy) SetThreshold ¶
func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy
SetThreshold sets the Threshold field's value.
func (ScalingPolicy) String ¶
func (s ScalingPolicy) String() string
String returns the string representation
type SearchGameSessionsInput ¶
type SearchGameSessionsInput struct { // Unique identifier for an alias associated with the fleet to search for active // game sessions. Each request must reference either a fleet ID or alias ID, // but not both. AliasId *string `type:"string"` // String containing the search criteria for the session search. If no filter // expression is included, the request returns results for all game sessions // in the fleet that are in ACTIVE status. // // A filter expression can contain one or multiple conditions. Each condition // consists of the following: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, // hasAvailablePlayerSessions. // // * Comparator -- Valid comparators are: =, <>, <, >, <=, >=. // // * Value -- Value to be searched for. Values can be numbers, boolean values // (true/false) or strings. String values are case sensitive, enclosed in // single quotes. Special characters must be escaped. Boolean and string // values can only be used with the comparators = and <>. For example, the // following filter expression searches on gameSessionName: "FilterExpression": // "gameSessionName = 'Matt\\'s Awesome Game 1'". // // To chain multiple conditions in a single expression, use the logical keywords // AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT // z, NOT (x OR y). // // Session search evaluates conditions from left to right using the following // precedence rules: // // =, <>, <, >, <=, >= // // Parentheses // // NOT // // AND // // OR // // For example, this filter expression retrieves game sessions hosting at least // ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true". FilterExpression *string `min:"1" type:"string"` // Unique identifier for a fleet to search for active game sessions. Each request // must reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // Maximum number of results to return. Use this parameter with NextToken to // get results as a set of sequential pages. The maximum number of results returned // is 20, even if this value is not set or is set higher than 20. Limit *int64 `min:"1" type:"integer"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To specify // the start of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Instructions on how to sort the search results. If no sort expression is // included, the request returns results in random order. A sort expression // consists of the following elements: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, // hasAvailablePlayerSessions. // // * Order -- Valid sort orders are ASC (ascending) and DESC (descending). // // For example, this sort expression returns the oldest active sessions first: // "SortExpression": "creationTimeMillis ASC". Results with a null value for // the sort operand are returned at the end of the list. SortExpression *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsInput
func (SearchGameSessionsInput) GoString ¶
func (s SearchGameSessionsInput) GoString() string
GoString returns the string representation
func (*SearchGameSessionsInput) SetAliasId ¶
func (s *SearchGameSessionsInput) SetAliasId(v string) *SearchGameSessionsInput
SetAliasId sets the AliasId field's value.
func (*SearchGameSessionsInput) SetFilterExpression ¶
func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput
SetFilterExpression sets the FilterExpression field's value.
func (*SearchGameSessionsInput) SetFleetId ¶
func (s *SearchGameSessionsInput) SetFleetId(v string) *SearchGameSessionsInput
SetFleetId sets the FleetId field's value.
func (*SearchGameSessionsInput) SetLimit ¶
func (s *SearchGameSessionsInput) SetLimit(v int64) *SearchGameSessionsInput
SetLimit sets the Limit field's value.
func (*SearchGameSessionsInput) SetNextToken ¶
func (s *SearchGameSessionsInput) SetNextToken(v string) *SearchGameSessionsInput
SetNextToken sets the NextToken field's value.
func (*SearchGameSessionsInput) SetSortExpression ¶
func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput
SetSortExpression sets the SortExpression field's value.
func (SearchGameSessionsInput) String ¶
func (s SearchGameSessionsInput) String() string
String returns the string representation
func (*SearchGameSessionsInput) Validate ¶
func (s *SearchGameSessionsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type SearchGameSessionsOutput ¶
type SearchGameSessionsOutput struct { // Collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsOutput
func (SearchGameSessionsOutput) GoString ¶
func (s SearchGameSessionsOutput) GoString() string
GoString returns the string representation
func (*SearchGameSessionsOutput) SetGameSessions ¶
func (s *SearchGameSessionsOutput) SetGameSessions(v []*GameSession) *SearchGameSessionsOutput
SetGameSessions sets the GameSessions field's value.
func (*SearchGameSessionsOutput) SetNextToken ¶
func (s *SearchGameSessionsOutput) SetNextToken(v string) *SearchGameSessionsOutput
SetNextToken sets the NextToken field's value.
func (SearchGameSessionsOutput) String ¶
func (s SearchGameSessionsOutput) String() string
String returns the string representation
type ServerProcess ¶
type ServerProcess struct { // Number of server processes using this configuration to run concurrently on // an instance. // // ConcurrentExecutions is a required field ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` // Location of the server executable in a game build. All game builds are installed // on instances at the root : for Windows instances C:\game, and for Linux instances // /local/game. A Windows game build with an executable file located at MyGame\latest\server.exe // must have a launch path of "C:\game\MyGame\latest\server.exe". A Linux game // build with an executable file located at MyGame/latest/server.exe must have // a launch path of "/local/game/MyGame/latest/server.exe". // // LaunchPath is a required field LaunchPath *string `min:"1" type:"string" required:"true"` // Optional list of parameters to pass to the server executable on launch. Parameters *string `min:"1" type:"string"` // contains filtered or unexported fields }
A set of instructions for launching server processes on each instance in a fleet. Each instruction set identifies the location of the server executable, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's RuntimeConfiguration. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ServerProcess
func (ServerProcess) GoString ¶
func (s ServerProcess) GoString() string
GoString returns the string representation
func (*ServerProcess) SetConcurrentExecutions ¶
func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess
SetConcurrentExecutions sets the ConcurrentExecutions field's value.
func (*ServerProcess) SetLaunchPath ¶
func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess
SetLaunchPath sets the LaunchPath field's value.
func (*ServerProcess) SetParameters ¶
func (s *ServerProcess) SetParameters(v string) *ServerProcess
SetParameters sets the Parameters field's value.
func (ServerProcess) String ¶
func (s ServerProcess) String() string
String returns the string representation
func (*ServerProcess) Validate ¶
func (s *ServerProcess) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartGameSessionPlacementInput ¶
type StartGameSessionPlacementInput struct { // Set of information on each player to create a player session for. DesiredPlayerSessions []*DesiredPlayerSession `type:"list"` // Set of developer-defined properties for a game session. These properties // are passed to the server process hosting the game session. GameProperties []*GameProperty `type:"list"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. GameSessionName *string `min:"1" type:"string"` // Name of the queue to use to place the new game session. // // GameSessionQueueName is a required field GameSessionQueueName *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // Unique identifier to assign to the new game session placement. This value // is developer-defined. The value must be unique across all regions and cannot // be reused unless you are resubmitting a canceled or timed-out placement request. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` // Set of values, expressed in milliseconds, indicating the amount of latency // that players are experiencing when connected to AWS regions. This information // is used to try to place the new game session where it can offer the best // possible gameplay experience for the players. PlayerLatencies []*PlayerLatency `type:"list"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementInput
func (StartGameSessionPlacementInput) GoString ¶
func (s StartGameSessionPlacementInput) GoString() string
GoString returns the string representation
func (*StartGameSessionPlacementInput) SetDesiredPlayerSessions ¶
func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput
SetDesiredPlayerSessions sets the DesiredPlayerSessions field's value.
func (*StartGameSessionPlacementInput) SetGameProperties ¶
func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput
SetGameProperties sets the GameProperties field's value.
func (*StartGameSessionPlacementInput) SetGameSessionName ¶
func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput
SetGameSessionName sets the GameSessionName field's value.
func (*StartGameSessionPlacementInput) SetGameSessionQueueName ¶
func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput
SetGameSessionQueueName sets the GameSessionQueueName field's value.
func (*StartGameSessionPlacementInput) SetMaximumPlayerSessionCount ¶
func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (*StartGameSessionPlacementInput) SetPlacementId ¶
func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput
SetPlacementId sets the PlacementId field's value.
func (*StartGameSessionPlacementInput) SetPlayerLatencies ¶
func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput
SetPlayerLatencies sets the PlayerLatencies field's value.
func (StartGameSessionPlacementInput) String ¶
func (s StartGameSessionPlacementInput) String() string
String returns the string representation
func (*StartGameSessionPlacementInput) Validate ¶
func (s *StartGameSessionPlacementInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StartGameSessionPlacementOutput ¶
type StartGameSessionPlacementOutput struct { // Object that describes the newly created game session placement. This object // includes all the information provided in the request, as well as start/end // time stamps and placement status. GameSessionPlacement *GameSessionPlacement `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementOutput
func (StartGameSessionPlacementOutput) GoString ¶
func (s StartGameSessionPlacementOutput) GoString() string
GoString returns the string representation
func (*StartGameSessionPlacementOutput) SetGameSessionPlacement ¶
func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StartGameSessionPlacementOutput
SetGameSessionPlacement sets the GameSessionPlacement field's value.
func (StartGameSessionPlacementOutput) String ¶
func (s StartGameSessionPlacementOutput) String() string
String returns the string representation
type StopGameSessionPlacementInput ¶
type StopGameSessionPlacementInput struct { // Unique identifier for a game session placement to cancel. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementInput
func (StopGameSessionPlacementInput) GoString ¶
func (s StopGameSessionPlacementInput) GoString() string
GoString returns the string representation
func (*StopGameSessionPlacementInput) SetPlacementId ¶
func (s *StopGameSessionPlacementInput) SetPlacementId(v string) *StopGameSessionPlacementInput
SetPlacementId sets the PlacementId field's value.
func (StopGameSessionPlacementInput) String ¶
func (s StopGameSessionPlacementInput) String() string
String returns the string representation
func (*StopGameSessionPlacementInput) Validate ¶
func (s *StopGameSessionPlacementInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type StopGameSessionPlacementOutput ¶
type StopGameSessionPlacementOutput struct { // Object that describes the canceled game session placement, with Cancelled // status and an end time stamp. GameSessionPlacement *GameSessionPlacement `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementOutput
func (StopGameSessionPlacementOutput) GoString ¶
func (s StopGameSessionPlacementOutput) GoString() string
GoString returns the string representation
func (*StopGameSessionPlacementOutput) SetGameSessionPlacement ¶
func (s *StopGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StopGameSessionPlacementOutput
SetGameSessionPlacement sets the GameSessionPlacement field's value.
func (StopGameSessionPlacementOutput) String ¶
func (s StopGameSessionPlacementOutput) String() string
String returns the string representation
type UpdateAliasInput ¶
type UpdateAliasInput struct { // Unique identifier for a fleet alias. Specify the alias you want to update. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Object that specifies the fleet and routing type to use for the alias. RoutingStrategy *RoutingStrategy `type:"structure"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasInput
func (UpdateAliasInput) GoString ¶
func (s UpdateAliasInput) GoString() string
GoString returns the string representation
func (*UpdateAliasInput) SetAliasId ¶
func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput
SetAliasId sets the AliasId field's value.
func (*UpdateAliasInput) SetDescription ¶
func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput
SetDescription sets the Description field's value.
func (*UpdateAliasInput) SetName ¶
func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput
SetName sets the Name field's value.
func (*UpdateAliasInput) SetRoutingStrategy ¶
func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput
SetRoutingStrategy sets the RoutingStrategy field's value.
func (UpdateAliasInput) String ¶
func (s UpdateAliasInput) String() string
String returns the string representation
func (*UpdateAliasInput) Validate ¶
func (s *UpdateAliasInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateAliasOutput ¶
type UpdateAliasOutput struct { // Object that contains the updated alias configuration. Alias *Alias `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasOutput
func (UpdateAliasOutput) GoString ¶
func (s UpdateAliasOutput) GoString() string
GoString returns the string representation
func (*UpdateAliasOutput) SetAlias ¶
func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput
SetAlias sets the Alias field's value.
func (UpdateAliasOutput) String ¶
func (s UpdateAliasOutput) String() string
String returns the string representation
type UpdateBuildInput ¶
type UpdateBuildInput struct { // Unique identifier for a build to update. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Descriptive label that is associated with a build. Build names do not need // to be unique. Name *string `min:"1" type:"string"` // Version that is associated with this build. Version strings do not need to // be unique. Version *string `min:"1" type:"string"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildInput
func (UpdateBuildInput) GoString ¶
func (s UpdateBuildInput) GoString() string
GoString returns the string representation
func (*UpdateBuildInput) SetBuildId ¶
func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput
SetBuildId sets the BuildId field's value.
func (*UpdateBuildInput) SetName ¶
func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput
SetName sets the Name field's value.
func (*UpdateBuildInput) SetVersion ¶
func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput
SetVersion sets the Version field's value.
func (UpdateBuildInput) String ¶
func (s UpdateBuildInput) String() string
String returns the string representation
func (*UpdateBuildInput) Validate ¶
func (s *UpdateBuildInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateBuildOutput ¶
type UpdateBuildOutput struct { // Object that contains the updated build record. Build *Build `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildOutput
func (UpdateBuildOutput) GoString ¶
func (s UpdateBuildOutput) GoString() string
GoString returns the string representation
func (*UpdateBuildOutput) SetBuild ¶
func (s *UpdateBuildOutput) SetBuild(v *Build) *UpdateBuildOutput
SetBuild sets the Build field's value.
func (UpdateBuildOutput) String ¶
func (s UpdateBuildOutput) String() string
String returns the string representation
type UpdateFleetAttributesInput ¶
type UpdateFleetAttributesInput struct { // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Unique identifier for a fleet to update attribute metadata for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Names of metric groups to include this fleet with. A fleet metric group is // used in Amazon CloudWatch to aggregate metrics from multiple fleets. Use // an existing metric group name to add this fleet to the group, or use a new // name to create a new metric group. Currently, a fleet can only be included // in one metric group at a time. MetricGroups []*string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` // Game session protection policy to apply to all new instances created in this // fleet. Instances that already exist are not affected. You can set protection // for individual instances using UpdateGameSession. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Policy that limits the number of game sessions an individual player can create // over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesInput
func (UpdateFleetAttributesInput) GoString ¶
func (s UpdateFleetAttributesInput) GoString() string
GoString returns the string representation
func (*UpdateFleetAttributesInput) SetDescription ¶
func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput
SetDescription sets the Description field's value.
func (*UpdateFleetAttributesInput) SetFleetId ¶
func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput
SetFleetId sets the FleetId field's value.
func (*UpdateFleetAttributesInput) SetMetricGroups ¶
func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput
SetMetricGroups sets the MetricGroups field's value.
func (*UpdateFleetAttributesInput) SetName ¶
func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput
SetName sets the Name field's value.
func (*UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy ¶
func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput
SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
func (*UpdateFleetAttributesInput) SetResourceCreationLimitPolicy ¶
func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput
SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
func (UpdateFleetAttributesInput) String ¶
func (s UpdateFleetAttributesInput) String() string
String returns the string representation
func (*UpdateFleetAttributesInput) Validate ¶
func (s *UpdateFleetAttributesInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetAttributesOutput ¶
type UpdateFleetAttributesOutput struct { // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesOutput
func (UpdateFleetAttributesOutput) GoString ¶
func (s UpdateFleetAttributesOutput) GoString() string
GoString returns the string representation
func (*UpdateFleetAttributesOutput) SetFleetId ¶
func (s *UpdateFleetAttributesOutput) SetFleetId(v string) *UpdateFleetAttributesOutput
SetFleetId sets the FleetId field's value.
func (UpdateFleetAttributesOutput) String ¶
func (s UpdateFleetAttributesOutput) String() string
String returns the string representation
type UpdateFleetCapacityInput ¶
type UpdateFleetCapacityInput struct { // Number of EC2 instances you want this fleet to host. DesiredInstances *int64 `type:"integer"` // Unique identifier for a fleet to update capacity for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum value allowed for the fleet's instance count. Default if not set // is 1. MaxSize *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. Default if not set // is 0. MinSize *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityInput
func (UpdateFleetCapacityInput) GoString ¶
func (s UpdateFleetCapacityInput) GoString() string
GoString returns the string representation
func (*UpdateFleetCapacityInput) SetDesiredInstances ¶
func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput
SetDesiredInstances sets the DesiredInstances field's value.
func (*UpdateFleetCapacityInput) SetFleetId ¶
func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInput
SetFleetId sets the FleetId field's value.
func (*UpdateFleetCapacityInput) SetMaxSize ¶
func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput
SetMaxSize sets the MaxSize field's value.
func (*UpdateFleetCapacityInput) SetMinSize ¶
func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput
SetMinSize sets the MinSize field's value.
func (UpdateFleetCapacityInput) String ¶
func (s UpdateFleetCapacityInput) String() string
String returns the string representation
func (*UpdateFleetCapacityInput) Validate ¶
func (s *UpdateFleetCapacityInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetCapacityOutput ¶
type UpdateFleetCapacityOutput struct { // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityOutput
func (UpdateFleetCapacityOutput) GoString ¶
func (s UpdateFleetCapacityOutput) GoString() string
GoString returns the string representation
func (*UpdateFleetCapacityOutput) SetFleetId ¶
func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOutput
SetFleetId sets the FleetId field's value.
func (UpdateFleetCapacityOutput) String ¶
func (s UpdateFleetCapacityOutput) String() string
String returns the string representation
type UpdateFleetPortSettingsInput ¶
type UpdateFleetPortSettingsInput struct { // Unique identifier for a fleet to update port settings for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Collection of port settings to be added to the fleet record. InboundPermissionAuthorizations []*IpPermission `type:"list"` // Collection of port settings to be removed from the fleet record. InboundPermissionRevocations []*IpPermission `type:"list"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsInput
func (UpdateFleetPortSettingsInput) GoString ¶
func (s UpdateFleetPortSettingsInput) GoString() string
GoString returns the string representation
func (*UpdateFleetPortSettingsInput) SetFleetId ¶
func (s *UpdateFleetPortSettingsInput) SetFleetId(v string) *UpdateFleetPortSettingsInput
SetFleetId sets the FleetId field's value.
func (*UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations ¶
func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput
SetInboundPermissionAuthorizations sets the InboundPermissionAuthorizations field's value.
func (*UpdateFleetPortSettingsInput) SetInboundPermissionRevocations ¶
func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput
SetInboundPermissionRevocations sets the InboundPermissionRevocations field's value.
func (UpdateFleetPortSettingsInput) String ¶
func (s UpdateFleetPortSettingsInput) String() string
String returns the string representation
func (*UpdateFleetPortSettingsInput) Validate ¶
func (s *UpdateFleetPortSettingsInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateFleetPortSettingsOutput ¶
type UpdateFleetPortSettingsOutput struct { // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsOutput
func (UpdateFleetPortSettingsOutput) GoString ¶
func (s UpdateFleetPortSettingsOutput) GoString() string
GoString returns the string representation
func (*UpdateFleetPortSettingsOutput) SetFleetId ¶
func (s *UpdateFleetPortSettingsOutput) SetFleetId(v string) *UpdateFleetPortSettingsOutput
SetFleetId sets the FleetId field's value.
func (UpdateFleetPortSettingsOutput) String ¶
func (s UpdateFleetPortSettingsOutput) String() string
String returns the string representation
type UpdateGameSessionInput ¶
type UpdateGameSessionInput struct { // Unique identifier for the game session to update. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. Name *string `min:"1" type:"string"` // Policy determining whether or not the game session accepts new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Game session protection policy to apply to this game session only. // // * NoProtection – The game session can be terminated during a scale-down // event. // // * FullProtection – If the game session is in an ACTIVE status, it cannot // be terminated during a scale-down event. ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionInput
func (UpdateGameSessionInput) GoString ¶
func (s UpdateGameSessionInput) GoString() string
GoString returns the string representation
func (*UpdateGameSessionInput) SetGameSessionId ¶
func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput
SetGameSessionId sets the GameSessionId field's value.
func (*UpdateGameSessionInput) SetMaximumPlayerSessionCount ¶
func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput
SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
func (*UpdateGameSessionInput) SetName ¶
func (s *UpdateGameSessionInput) SetName(v string) *UpdateGameSessionInput
SetName sets the Name field's value.
func (*UpdateGameSessionInput) SetPlayerSessionCreationPolicy ¶
func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput
SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value.
func (*UpdateGameSessionInput) SetProtectionPolicy ¶
func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput
SetProtectionPolicy sets the ProtectionPolicy field's value.
func (UpdateGameSessionInput) String ¶
func (s UpdateGameSessionInput) String() string
String returns the string representation
func (*UpdateGameSessionInput) Validate ¶
func (s *UpdateGameSessionInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateGameSessionOutput ¶
type UpdateGameSessionOutput struct { // Object that contains the updated game session metadata. GameSession *GameSession `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionOutput
func (UpdateGameSessionOutput) GoString ¶
func (s UpdateGameSessionOutput) GoString() string
GoString returns the string representation
func (*UpdateGameSessionOutput) SetGameSession ¶
func (s *UpdateGameSessionOutput) SetGameSession(v *GameSession) *UpdateGameSessionOutput
SetGameSession sets the GameSession field's value.
func (UpdateGameSessionOutput) String ¶
func (s UpdateGameSessionOutput) String() string
String returns the string representation
type UpdateGameSessionQueueInput ¶
type UpdateGameSessionQueueInput struct { // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. When updating this // list, provide a complete list of destinations. Destinations []*GameSessionQueueDestination `type:"list"` // Descriptive label that is associated with queue. Queue names must be unique // within each region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. When updating policies, provide a complete // collection of policies. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. TimeoutInSeconds *int64 `type:"integer"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueInput
func (UpdateGameSessionQueueInput) GoString ¶
func (s UpdateGameSessionQueueInput) GoString() string
GoString returns the string representation
func (*UpdateGameSessionQueueInput) SetDestinations ¶
func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput
SetDestinations sets the Destinations field's value.
func (*UpdateGameSessionQueueInput) SetName ¶
func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput
SetName sets the Name field's value.
func (*UpdateGameSessionQueueInput) SetPlayerLatencyPolicies ¶
func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput
SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.
func (*UpdateGameSessionQueueInput) SetTimeoutInSeconds ¶
func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput
SetTimeoutInSeconds sets the TimeoutInSeconds field's value.
func (UpdateGameSessionQueueInput) String ¶
func (s UpdateGameSessionQueueInput) String() string
String returns the string representation
func (*UpdateGameSessionQueueInput) Validate ¶
func (s *UpdateGameSessionQueueInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateGameSessionQueueOutput ¶
type UpdateGameSessionQueueOutput struct { // Object that describes the newly updated game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` // contains filtered or unexported fields }
Represents the returned data in response to a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueOutput
func (UpdateGameSessionQueueOutput) GoString ¶
func (s UpdateGameSessionQueueOutput) GoString() string
GoString returns the string representation
func (*UpdateGameSessionQueueOutput) SetGameSessionQueue ¶
func (s *UpdateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *UpdateGameSessionQueueOutput
SetGameSessionQueue sets the GameSessionQueue field's value.
func (UpdateGameSessionQueueOutput) String ¶
func (s UpdateGameSessionQueueOutput) String() string
String returns the string representation
type UpdateRuntimeConfigurationInput ¶
type UpdateRuntimeConfigurationInput struct { // Unique identifier for a fleet to update runtime configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Instructions for launching server processes on each instance in the fleet. // The 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 is a required field RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` // contains filtered or unexported fields }
Represents the input for a request action. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationInput
func (UpdateRuntimeConfigurationInput) GoString ¶
func (s UpdateRuntimeConfigurationInput) GoString() string
GoString returns the string representation
func (*UpdateRuntimeConfigurationInput) SetFleetId ¶
func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput
SetFleetId sets the FleetId field's value.
func (*UpdateRuntimeConfigurationInput) SetRuntimeConfiguration ¶
func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput
SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
func (UpdateRuntimeConfigurationInput) String ¶
func (s UpdateRuntimeConfigurationInput) String() string
String returns the string representation
func (*UpdateRuntimeConfigurationInput) Validate ¶
func (s *UpdateRuntimeConfigurationInput) Validate() error
Validate inspects the fields of the type to determine if they are valid.
type UpdateRuntimeConfigurationOutput ¶
type UpdateRuntimeConfigurationOutput struct { // The 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. Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationOutput
func (UpdateRuntimeConfigurationOutput) GoString ¶
func (s UpdateRuntimeConfigurationOutput) GoString() string
GoString returns the string representation
func (*UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration ¶
func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationOutput
SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
func (UpdateRuntimeConfigurationOutput) String ¶
func (s UpdateRuntimeConfigurationOutput) String() string
String returns the string representation
Directories ¶
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Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code.
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Package gameliftiface provides an interface to enable mocking the Amazon GameLift service client for testing your code. |