// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT. package gamelift import ( "fmt" "time" "github.com/aws/aws-sdk-go/aws" "github.com/aws/aws-sdk-go/aws/awsutil" "github.com/aws/aws-sdk-go/aws/request" "github.com/aws/aws-sdk-go/private/protocol" "github.com/aws/aws-sdk-go/private/protocol/jsonrpc" ) const opAcceptMatch = "AcceptMatch" // AcceptMatchRequest generates a "aws/request.Request" representing the // client's request for the AcceptMatch operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See AcceptMatch for more information on using the AcceptMatch // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the AcceptMatchRequest method. // req, resp := client.AcceptMatchRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput) { op := &request.Operation{ Name: opAcceptMatch, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &AcceptMatchInput{} } output = &AcceptMatchOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // AcceptMatch API operation for Amazon GameLift. // // Registers a player's acceptance or rejection of a proposed FlexMatch match. // A matchmaking configuration may require player acceptance; if so, then matches // built with that configuration cannot be completed unless all players accept // the proposed match within a specified time limit. // // When FlexMatch builds a match, all the matchmaking tickets involved in the // proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger // for your game to get acceptance from all players in the ticket. Acceptances // are only valid for tickets when they are in this status; all other acceptances // result in an error. // // To register acceptance, specify the ticket ID, a response, and one or more // players. Once all players have registered acceptance, the matchmaking tickets // advance to status PLACING, where a new game session is created for the match. // // If any player rejects the match, or if acceptances are not received before // a specified timeout, the proposed match is dropped. The matchmaking tickets // are then handled in one of two ways: For tickets where one or more players // rejected the match, the ticket status is returned to SEARCHING to find a // new match. For tickets where one or more players failed to respond, the ticket // status is set to CANCELLED, and processing is terminated. A new matchmaking // request for these players can be submitted as needed. // // Learn more // // Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) // // FlexMatch events (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html) // (reference) // // Related actions // // StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | // StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation AcceptMatch for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error) { req, out := c.AcceptMatchRequest(input) return out, req.Send() } // AcceptMatchWithContext is the same as AcceptMatch with the addition of // the ability to pass a context and additional request options. // // See AcceptMatch for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error) { req, out := c.AcceptMatchRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opClaimGameServer = "ClaimGameServer" // ClaimGameServerRequest generates a "aws/request.Request" representing the // client's request for the ClaimGameServer operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ClaimGameServer for more information on using the ClaimGameServer // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ClaimGameServerRequest method. // req, resp := client.ClaimGameServerRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer func (c *GameLift) ClaimGameServerRequest(input *ClaimGameServerInput) (req *request.Request, output *ClaimGameServerOutput) { op := &request.Operation{ Name: opClaimGameServer, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ClaimGameServerInput{} } output = &ClaimGameServerOutput{} req = c.newRequest(op, input, output) return } // ClaimGameServer API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Locates an available game server and temporarily reserves it to host gameplay // and players. This operation is called from a game client or client service // (such as a matchmaker) to request hosting resources for a new game session. // In response, GameLift FleetIQ locates an available game server, places it // in CLAIMED status for 60 seconds, and returns connection information that // players can use to connect to the game server. // // To claim a game server, identify a game server group. You can also specify // a game server ID, although this approach bypasses GameLift FleetIQ placement // optimization. Optionally, include game data to pass to the game server at // the start of a game session, such as a game map or player information. // // When a game server is successfully claimed, connection information is returned. // A claimed game server's utilization status remains AVAILABLE while the claim // status is set to CLAIMED for up to 60 seconds. This time period gives the // game server time to update its status to UTILIZED (using UpdateGameServer) // once players join. If the game server's status is not updated within 60 seconds, // the game server reverts to unclaimed status and is available to be claimed // by another request. The claim time period is a fixed value and is not configurable. // // If you try to claim a specific game server, this request will fail in the // following cases: // // * If the game server utilization status is UTILIZED. // // * If the game server claim status is CLAIMED. // // When claiming a specific game server, this request will succeed even if the // game server is running on an instance in DRAINING status. To avoid this, // first check the instance status by calling DescribeGameServerInstances. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 ClaimGameServer for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * 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. // // * OutOfCapacityException // The specified game server group has no available game servers to fulfill // a ClaimGameServer request. Clients can retry such requests immediately or // after a waiting period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer func (c *GameLift) ClaimGameServer(input *ClaimGameServerInput) (*ClaimGameServerOutput, error) { req, out := c.ClaimGameServerRequest(input) return out, req.Send() } // ClaimGameServerWithContext is the same as ClaimGameServer with the addition of // the ability to pass a context and additional request options. // // See ClaimGameServer 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 (c *GameLift) ClaimGameServerWithContext(ctx aws.Context, input *ClaimGameServerInput, opts ...request.Option) (*ClaimGameServerOutput, error) { req, out := c.ClaimGameServerRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateAlias = "CreateAlias" // CreateAliasRequest generates a "aws/request.Request" representing the // client's request for the CreateAlias operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateAlias for more information on using the CreateAlias // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateAliasRequest method. // req, resp := client.CreateAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput) { op := &request.Operation{ Name: opCreateAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateAliasInput{} } output = &CreateAliasOutput{} req = c.newRequest(op, input, output) return } // CreateAlias API operation for Amazon GameLift. // // Creates an alias for a fleet. In most situations, you can use an alias ID // in place of a fleet ID. An alias provides a level of abstraction for a fleet // that is useful when redirecting player traffic from one fleet to another, // such as when updating your game build. // // Amazon GameLift supports two types of routing strategies for aliases: simple // and terminal. A simple alias points to an active fleet. A terminal alias // is used to display messaging or link to a URL instead of routing players // to an active fleet. For example, you might use a terminal alias when a game // version is no longer supported and you want to direct players to an upgrade // site. // // To create a fleet alias, specify an alias name, routing strategy, and optional // description. Each simple alias can point to only one fleet, but a fleet can // have multiple aliases. If successful, a new alias record is returned, including // an alias ID and an ARN. You can reassign an alias to another fleet by calling // UpdateAlias. // // Related actions // // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * 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. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error) { req, out := c.CreateAliasRequest(input) return out, req.Send() } // 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 (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error) { req, out := c.CreateAliasRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateBuild = "CreateBuild" // CreateBuildRequest generates a "aws/request.Request" representing the // client's request for the CreateBuild operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateBuild for more information on using the CreateBuild // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateBuildRequest method. // req, resp := client.CreateBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput) { op := &request.Operation{ Name: opCreateBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateBuildInput{} } output = &CreateBuildOutput{} req = c.newRequest(op, input, output) return } // CreateBuild API operation for Amazon GameLift. // // Creates a new Amazon GameLift build resource for your game server binary // files. Game server binaries must be combined into a zip file for use with // Amazon GameLift. // // When setting up a new game build for GameLift, we recommend using the AWS // CLI command upload-build (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) // . This helper command combines two tasks: (1) it uploads your build files // from a file directory to a GameLift Amazon S3 location, and (2) it creates // a new build resource. // // The CreateBuild operation can used in the following scenarios: // // * To create a new game build with build files that are in an Amazon S3 // location under an AWS account that you control. To use this option, you // must first give Amazon GameLift access to the Amazon S3 bucket. With permissions // in place, call CreateBuild and specify a build name, operating system, // and the Amazon S3 storage location of your game build. // // * To directly upload your build files to a GameLift Amazon S3 location. // To use this option, first call CreateBuild and specify a build name and // operating system. This operation creates a new build resource and also // returns an Amazon S3 location with temporary access credentials. Use the // credentials to manually upload your build files to the specified Amazon // S3 location. For more information, see Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html) // in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift // Amazon S3 location once only; that can't be updated. // // If successful, this operation creates a new build resource with a unique // build ID and places it in INITIALIZED status. A build must be in READY status // before you can create fleets with it. // // Learn more // // Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // // Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) // // Related actions // // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * 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. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error) { req, out := c.CreateBuildRequest(input) return out, req.Send() } // 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 (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error) { req, out := c.CreateBuildRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateFleet = "CreateFleet" // CreateFleetRequest generates a "aws/request.Request" representing the // client's request for the CreateFleet operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateFleet for more information on using the CreateFleet // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateFleetRequest method. // req, resp := client.CreateFleetRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput) { op := &request.Operation{ Name: opCreateFleet, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateFleetInput{} } output = &CreateFleetOutput{} req = c.newRequest(op, input, output) return } // CreateFleet API operation for Amazon GameLift. // // Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to // host your custom game server or Realtime Servers. Use this operation to configure // the computing resources for your fleet and provide instructions for running // game servers on each instance. // // Most GameLift fleets can deploy instances to multiple locations, including // the home Region (where the fleet is created) and an optional set of remote // locations. Fleets that are created in the following AWS Regions support multiple // locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), // eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and // ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions // can deploy instances in the fleet's home Region only. All fleet instances // use the same configuration regardless of location; however, you can adjust // capacity settings and turn auto-scaling on/off for each location. // // To create a fleet, choose the hardware for your instances, specify a game // server build or Realtime script to deploy, and provide a runtime configuration // to direct GameLift how to start and run game servers on each instance in // the fleet. Set permissions for inbound traffic to your game servers, and // enable optional features as needed. When creating a multi-location fleet, // provide a list of additional remote locations. // // If successful, this operation creates a new Fleet resource and places it // in NEW status, which prompts GameLift to initiate the fleet creation workflow // (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creation-workflow.html). // You can track fleet creation by checking fleet status using DescribeFleetAttributes // and DescribeFleetLocationAttributes/, or by monitoring fleet creation events // using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, // you can enable automatic scaling for the fleet with PutScalingPolicy and // set capacity for the home Region with UpdateFleetCapacity. When the status // of each remote location reaches ACTIVE, you can set capacity by location // using UpdateFleetCapacity. // // Learn more // // Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Debug fleet creation issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation) // // Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits // | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes // | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * 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. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error) { req, out := c.CreateFleetRequest(input) return out, req.Send() } // 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 (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error) { req, out := c.CreateFleetRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateFleetLocations = "CreateFleetLocations" // CreateFleetLocationsRequest generates a "aws/request.Request" representing the // client's request for the CreateFleetLocations operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateFleetLocations for more information on using the CreateFleetLocations // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateFleetLocationsRequest method. // req, resp := client.CreateFleetLocationsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocations func (c *GameLift) CreateFleetLocationsRequest(input *CreateFleetLocationsInput) (req *request.Request, output *CreateFleetLocationsOutput) { op := &request.Operation{ Name: opCreateFleetLocations, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateFleetLocationsInput{} } output = &CreateFleetLocationsOutput{} req = c.newRequest(op, input, output) return } // CreateFleetLocations API operation for Amazon GameLift. // // Adds remote locations to a fleet and begins populating the new locations // with EC2 instances. The new instances conform to the fleet's instance type, // auto-scaling, and other configuration settings. // // This operation cannot be used with fleets that don't support remote locations. // Fleets can have multiple locations only if they reside in AWS Regions that // support this feature (see CreateFleet for the complete list) and were created // after the feature was released in March 2021. // // To add fleet locations, specify the fleet to be updated and provide a list // of one or more locations. // // If successful, this operation returns the list of added locations with their // status set to NEW. GameLift initiates the process of starting an instance // in each added location. You can track the status of each new location by // monitoring location creation events using DescribeFleetEvents. Alternatively, // you can poll location status by calling DescribeFleetLocationAttributes. // After a location status becomes ACTIVE, you can adjust the location's capacity // as needed with UpdateFleetCapacity. // // Learn more // // Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity // | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 CreateFleetLocations for usage and error information. // // Returned Error Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidFleetStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocations func (c *GameLift) CreateFleetLocations(input *CreateFleetLocationsInput) (*CreateFleetLocationsOutput, error) { req, out := c.CreateFleetLocationsRequest(input) return out, req.Send() } // CreateFleetLocationsWithContext is the same as CreateFleetLocations with the addition of // the ability to pass a context and additional request options. // // See CreateFleetLocations 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 (c *GameLift) CreateFleetLocationsWithContext(ctx aws.Context, input *CreateFleetLocationsInput, opts ...request.Option) (*CreateFleetLocationsOutput, error) { req, out := c.CreateFleetLocationsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateGameServerGroup = "CreateGameServerGroup" // CreateGameServerGroupRequest generates a "aws/request.Request" representing the // client's request for the CreateGameServerGroup operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateGameServerGroup for more information on using the CreateGameServerGroup // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateGameServerGroupRequest method. // req, resp := client.CreateGameServerGroupRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup func (c *GameLift) CreateGameServerGroupRequest(input *CreateGameServerGroupInput) (req *request.Request, output *CreateGameServerGroupOutput) { op := &request.Operation{ Name: opCreateGameServerGroup, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateGameServerGroupInput{} } output = &CreateGameServerGroupOutput{} req = c.newRequest(op, input, output) return } // CreateGameServerGroup API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Creates a GameLift FleetIQ game server group for managing game hosting on // a collection of Amazon EC2 instances for game hosting. This operation creates // the game server group, creates an Auto Scaling group in your AWS account, // and establishes a link between the two groups. You can view the status of // your game server groups in the GameLift console. Game server group metrics // and events are emitted to Amazon CloudWatch. // // Before creating a new game server group, you must have the following: // // * An Amazon EC2 launch template that specifies how to launch Amazon EC2 // instances with your game server build. For more information, see Launching // an Instance from a Launch Template (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html) // in the Amazon EC2 User Guide. // // * An IAM role that extends limited access to your AWS account to allow // GameLift FleetIQ to create and interact with the Auto Scaling group. For // more information, see Create IAM roles for cross-service interaction (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html) // in the GameLift FleetIQ Developer Guide. // // To create a new game server group, specify a unique group name, IAM role // and Amazon EC2 launch template, and provide a list of instance types that // can be used in the group. You must also set initial maximum and minimum limits // on the group's instance count. You can optionally set an Auto Scaling policy // with target tracking based on a GameLift FleetIQ metric. // // Once the game server group and corresponding Auto Scaling group are created, // you have full access to change the Auto Scaling group's configuration as // needed. Several properties that are set when creating a game server group, // including maximum/minimum size and auto-scaling policy settings, must be // updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling // group properties are periodically updated by GameLift FleetIQ as part of // its balancing activities to optimize for availability and cost. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 CreateGameServerGroup for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * 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. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup func (c *GameLift) CreateGameServerGroup(input *CreateGameServerGroupInput) (*CreateGameServerGroupOutput, error) { req, out := c.CreateGameServerGroupRequest(input) return out, req.Send() } // CreateGameServerGroupWithContext is the same as CreateGameServerGroup with the addition of // the ability to pass a context and additional request options. // // See CreateGameServerGroup 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 (c *GameLift) CreateGameServerGroupWithContext(ctx aws.Context, input *CreateGameServerGroupInput, opts ...request.Option) (*CreateGameServerGroupOutput, error) { req, out := c.CreateGameServerGroupRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateGameSession = "CreateGameSession" // CreateGameSessionRequest generates a "aws/request.Request" representing the // client's request for the CreateGameSession operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateGameSession for more information on using the CreateGameSession // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateGameSessionRequest method. // req, resp := client.CreateGameSessionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput) { op := &request.Operation{ Name: opCreateGameSession, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateGameSessionInput{} } output = &CreateGameSessionOutput{} req = c.newRequest(op, input, output) return } // CreateGameSession API operation for Amazon GameLift. // // Creates a multiplayer game session for players in a specific fleet location. // This operation prompts an available server process to start a game session // and retrieves connection information for the new game session. As an alternative, // consider using the GameLift game session placement feature with // // with StartGameSessionPlacement, which uses FleetIQ algorithms and queues // to optimize the placement process. // // When creating a game session, you specify exactly where you want to place // it and provide a set of game session configuration settings. The fleet must // be in ACTIVE status before a game session can be created in it. // // This operation can be used in the following ways: // // * To create a game session on an instance in a fleet's home Region, provide // a fleet or alias ID along with your game session configuration. // // * To create a game session on an instance in a fleet's remote location, // provide a fleet or alias ID and a location name, along with your game // session configuration. // // If successful, a workflow is initiated to start a new game session. A GameSession // object is returned containing the game session configuration and status. // When the status is ACTIVE, game session connection information is provided // and player sessions can be created for the game session. By default, newly // created game sessions are open to new players. You can restrict new player // access by using UpdateGameSession to change the game session's player session // creation policy. // // Game session logs are retained for all active game sessions for 14 days. // To access the logs, call GetGameSessionLogUrl to download the log files. // // Available in GameLift Local. // // Learn more // // Start a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession) // // Related actions // // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * 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. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * 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. // // * 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. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * FleetCapacityExceededException // The specified fleet has no available instances to fulfill a CreateGameSession // request. Clients can retry such requests immediately or after a waiting period. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * IdempotentParameterMismatchException // A game session with this custom ID string already exists in this fleet. Resolve // this conflict before retrying this request. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error) { req, out := c.CreateGameSessionRequest(input) return out, req.Send() } // 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 (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error) { req, out := c.CreateGameSessionRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateGameSessionQueue = "CreateGameSessionQueue" // CreateGameSessionQueueRequest generates a "aws/request.Request" representing the // client's request for the CreateGameSessionQueue operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateGameSessionQueue for more information on using the CreateGameSessionQueue // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateGameSessionQueueRequest method. // req, resp := client.CreateGameSessionQueueRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput) { op := &request.Operation{ Name: opCreateGameSessionQueue, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateGameSessionQueueInput{} } output = &CreateGameSessionQueueOutput{} req = c.newRequest(op, input, output) return } // CreateGameSessionQueue API operation for Amazon GameLift. // // Creates a placement queue that processes requests for new game sessions. // A queue uses FleetIQ algorithms to determine the best placement locations // and find an available game server there, then prompts the game server process // to start a new game session. // // A game session queue is configured with a set of destinations (GameLift fleets // or aliases), which determine the locations where the queue can place new // game sessions. These destinations can span multiple fleet types (Spot and // On-Demand), instance types, and AWS Regions. If the queue includes multi-location // fleets, the queue is able to place game sessions in all of a fleet's remote // locations. You can opt to filter out individual locations if needed. // // The queue configuration also determines how FleetIQ selects the best available // placement for a new game session. Before searching for an available game // server, FleetIQ first prioritizes the queue's destinations and locations, // with the best placement locations on top. You can set up the queue to use // the FleetIQ default prioritization or provide an alternate set of priorities. // // To create a new queue, provide a name, timeout value, and a list of destinations. // Optionally, specify a sort configuration and/or a filter, and define a set // of latency cap policies. You can also include the ARN for an Amazon Simple // Notification Service (SNS) topic to receive notifications of game session // placement activity. Notifications using SNS or CloudWatch events is the preferred // way to track placement activity. // // If successful, a new GameSessionQueue object is returned with an assigned // queue ARN. New game session requests, which are submitted to the queue with // StartGameSessionPlacement or StartMatchmaking, reference a queue's name or // ARN. // // Learn more // // Design a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html) // // Create a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html) // // Related actions // // CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue // | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error) { req, out := c.CreateGameSessionQueueRequest(input) return out, req.Send() } // 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 (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error) { req, out := c.CreateGameSessionQueueRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateMatchmakingConfiguration = "CreateMatchmakingConfiguration" // CreateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the // client's request for the CreateMatchmakingConfiguration operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateMatchmakingConfigurationRequest method. // req, resp := client.CreateMatchmakingConfigurationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput) { op := &request.Operation{ Name: opCreateMatchmakingConfiguration, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateMatchmakingConfigurationInput{} } output = &CreateMatchmakingConfigurationOutput{} req = c.newRequest(op, input, output) return } // CreateMatchmakingConfiguration API operation for Amazon GameLift. // // Defines a new matchmaking configuration for use with FlexMatch. Whether your // are using FlexMatch with GameLift hosting or as a standalone matchmaking // service, the matchmaking configuration sets out rules for matching players // and forming teams. If you're also using GameLift hosting, it defines how // to start game sessions for each match. Your matchmaking system can use multiple // configurations to handle different game scenarios. All matchmaking requests // (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration // to use and provide player attributes consistent with that configuration. // // To create a matchmaking configuration, you must provide the following: configuration // name and FlexMatch mode (with or without GameLift hosting); a rule set that // specifies how to evaluate players and find acceptable matches; whether player // acceptance is required; and the maximum time allowed for a matchmaking attempt. // When using FlexMatch with GameLift hosting, you also need to identify the // game session queue to use when starting a game session for the match. // // In addition, you must set up an Amazon Simple Notification Service (SNS) // topic to receive matchmaking notifications. Provide the topic ARN in the // matchmaking configuration. An alternative method, continuously polling ticket // status with DescribeMatchmaking, is only suitable for games in development // with low matchmaking usage. // // Learn more // // Design a FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) // // Set up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) // // Related actions // // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateMatchmakingConfiguration for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error) { req, out := c.CreateMatchmakingConfigurationRequest(input) return out, req.Send() } // CreateMatchmakingConfigurationWithContext is the same as CreateMatchmakingConfiguration with the addition of // the ability to pass a context and additional request options. // // See CreateMatchmakingConfiguration for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error) { req, out := c.CreateMatchmakingConfigurationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateMatchmakingRuleSet = "CreateMatchmakingRuleSet" // CreateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the // client's request for the CreateMatchmakingRuleSet operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateMatchmakingRuleSetRequest method. // req, resp := client.CreateMatchmakingRuleSetRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput) { op := &request.Operation{ Name: opCreateMatchmakingRuleSet, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateMatchmakingRuleSetInput{} } output = &CreateMatchmakingRuleSetOutput{} req = c.newRequest(op, input, output) return } // CreateMatchmakingRuleSet API operation for Amazon GameLift. // // Creates a new rule set for FlexMatch matchmaking. A rule set describes the // type of match to create, such as the number and size of teams. It also sets // the parameters for acceptable player matches, such as minimum skill level // or character type. A rule set is used by a MatchmakingConfiguration. // // To create a matchmaking rule set, provide unique rule set name and the rule // set body in JSON format. Rule sets must be defined in the same Region as // the matchmaking configuration they are used with. // // Since matchmaking rule sets cannot be edited, it is a good idea to check // the rule set syntax using ValidateMatchmakingRuleSet before creating a new // rule set. // // Learn more // // * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) // // * Design a matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) // // * Matchmaking with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-intro.html) // // Related actions // // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateMatchmakingRuleSet for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error) { req, out := c.CreateMatchmakingRuleSetRequest(input) return out, req.Send() } // CreateMatchmakingRuleSetWithContext is the same as CreateMatchmakingRuleSet with the addition of // the ability to pass a context and additional request options. // // See CreateMatchmakingRuleSet for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error) { req, out := c.CreateMatchmakingRuleSetRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreatePlayerSession = "CreatePlayerSession" // CreatePlayerSessionRequest generates a "aws/request.Request" representing the // client's request for the CreatePlayerSession operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreatePlayerSession for more information on using the CreatePlayerSession // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreatePlayerSessionRequest method. // req, resp := client.CreatePlayerSessionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput) { op := &request.Operation{ Name: opCreatePlayerSession, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreatePlayerSessionInput{} } output = &CreatePlayerSessionOutput{} req = c.newRequest(op, input, output) return } // CreatePlayerSession API operation for Amazon GameLift. // // Reserves an open player slot in a game session for a player. New player sessions // can be created in any game session with an open slot that is in ACTIVE status // and has a player creation policy of ACCEPT_ALL. You can add a group of players // to a game session with CreatePlayerSessions. // // To create a player session, specify a game session ID, player ID, and optionally // a set of player data. // // If successful, a slot is reserved in the game session for the player and // a new PlayerSession object is returned with a player session ID. The player // references the player session ID when sending a connection request to the // game session, and the game server can use it to validate the player reservation // with the GameLift service. Player sessions cannot be updated. // // Available in Amazon GameLift Local. // // Related actions // // CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement // | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * 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. // // * 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. // // * 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. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error) { req, out := c.CreatePlayerSessionRequest(input) return out, req.Send() } // 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 (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error) { req, out := c.CreatePlayerSessionRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreatePlayerSessions = "CreatePlayerSessions" // CreatePlayerSessionsRequest generates a "aws/request.Request" representing the // client's request for the CreatePlayerSessions operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreatePlayerSessions for more information on using the CreatePlayerSessions // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreatePlayerSessionsRequest method. // req, resp := client.CreatePlayerSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput) { op := &request.Operation{ Name: opCreatePlayerSessions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreatePlayerSessionsInput{} } output = &CreatePlayerSessionsOutput{} req = c.newRequest(op, input, output) return } // CreatePlayerSessions API operation for Amazon GameLift. // // Reserves open slots in a game session for a group of players. New player // sessions can be created in any game session with an open slot that is in // ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single // player to a game session, use CreatePlayerSession. // // To create player sessions, specify a game session ID and a list of player // IDs. Optionally, provide a set of player data for each player ID. // // If successful, a slot is reserved in the game session for each player, and // new PlayerSession objects are returned with player session IDs. Each player // references their player session ID when sending a connection request to the // game session, and the game server can use it to validate the player reservation // with the GameLift service. Player sessions cannot be updated. // // Available in Amazon GameLift Local. // // Related actions // // CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement // | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * 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. // // * 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. // // * 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. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error) { req, out := c.CreatePlayerSessionsRequest(input) return out, req.Send() } // 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 (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error) { req, out := c.CreatePlayerSessionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateScript = "CreateScript" // CreateScriptRequest generates a "aws/request.Request" representing the // client's request for the CreateScript operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateScript for more information on using the CreateScript // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateScriptRequest method. // req, resp := client.CreateScriptRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.Request, output *CreateScriptOutput) { op := &request.Operation{ Name: opCreateScript, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateScriptInput{} } output = &CreateScriptOutput{} req = c.newRequest(op, input, output) return } // CreateScript API operation for Amazon GameLift. // // Creates a new script record for your Realtime Servers script. Realtime scripts // are JavaScript that provide configuration settings and optional custom game // logic for your game. The script is deployed when you create a Realtime Servers // fleet to host your game sessions. Script logic is executed during an active // game session. // // To create a new script record, specify a script name and provide the script // file(s). The script files and all dependencies must be zipped into a single // file. You can pull the zip file from either of these locations: // // * A locally available directory. Use the ZipFile parameter for this option. // // * An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account. // Use the StorageLocation parameter for this option. You'll need to have // an Identity Access Management (IAM) role that allows the Amazon GameLift // service to access your S3 bucket. // // If the call is successful, a new script record is created with a unique script // ID. If the script file is provided as a local file, the file is uploaded // to an Amazon GameLift-owned S3 bucket and the script record's storage location // reflects this location. If the script file is provided as an S3 bucket, Amazon // GameLift accesses the file at this storage location as needed for deployment. // // Learn more // // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) // // Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html) // // Related actions // // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 CreateScript for usage and error information. // // Returned Error Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * 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. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript func (c *GameLift) CreateScript(input *CreateScriptInput) (*CreateScriptOutput, error) { req, out := c.CreateScriptRequest(input) return out, req.Send() } // CreateScriptWithContext is the same as CreateScript with the addition of // the ability to pass a context and additional request options. // // See CreateScript 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 (c *GameLift) CreateScriptWithContext(ctx aws.Context, input *CreateScriptInput, opts ...request.Option) (*CreateScriptOutput, error) { req, out := c.CreateScriptRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateVpcPeeringAuthorization = "CreateVpcPeeringAuthorization" // CreateVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the // client's request for the CreateVpcPeeringAuthorization operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateVpcPeeringAuthorization for more information on using the CreateVpcPeeringAuthorization // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateVpcPeeringAuthorizationRequest method. // req, resp := client.CreateVpcPeeringAuthorizationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput) { op := &request.Operation{ Name: opCreateVpcPeeringAuthorization, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateVpcPeeringAuthorizationInput{} } output = &CreateVpcPeeringAuthorizationOutput{} req = c.newRequest(op, input, output) return } // CreateVpcPeeringAuthorization API operation for Amazon GameLift. // // Requests authorization to create or delete a peer connection between the // VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your // AWS account. VPC peering enables the game servers on your fleet to communicate // directly with other AWS resources. Once you've received authorization, call // CreateVpcPeeringConnection to establish the peering connection. For more // information, see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // You can peer with VPCs that are owned by any AWS account you have access // to, including the account that you use to manage your Amazon GameLift fleets. // You cannot peer with VPCs that are in different Regions. // // To request authorization to create a connection, call this operation from // the AWS account with the VPC that you want to peer to your Amazon GameLift // fleet. For example, to enable your game servers to retrieve data from a DynamoDB // table, use the account that manages that DynamoDB resource. Identify the // following values: (1) The ID of the VPC that you want to peer with, and (2) // the ID of the AWS account that you use to manage Amazon GameLift. If successful, // VPC peering is authorized for the specified VPC. // // To request authorization to delete a connection, call this operation from // the AWS account with the VPC that is peered with your Amazon GameLift fleet. // Identify the following values: (1) VPC ID that you want to delete the peering // connection for, and (2) ID of the AWS account that you use to manage Amazon // GameLift. // // The authorization remains valid for 24 hours unless it is canceled by a call // to DeleteVpcPeeringAuthorization. You must create or delete the peering connection // while the authorization is valid. // // Related actions // // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateVpcPeeringAuthorization for usage and error information. // // Returned Error Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error) { req, out := c.CreateVpcPeeringAuthorizationRequest(input) return out, req.Send() } // CreateVpcPeeringAuthorizationWithContext is the same as CreateVpcPeeringAuthorization with the addition of // the ability to pass a context and additional request options. // // See CreateVpcPeeringAuthorization for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error) { req, out := c.CreateVpcPeeringAuthorizationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opCreateVpcPeeringConnection = "CreateVpcPeeringConnection" // CreateVpcPeeringConnectionRequest generates a "aws/request.Request" representing the // client's request for the CreateVpcPeeringConnection operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See CreateVpcPeeringConnection for more information on using the CreateVpcPeeringConnection // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the CreateVpcPeeringConnectionRequest method. // req, resp := client.CreateVpcPeeringConnectionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput) { op := &request.Operation{ Name: opCreateVpcPeeringConnection, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateVpcPeeringConnectionInput{} } output = &CreateVpcPeeringConnectionOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // CreateVpcPeeringConnection API operation for Amazon GameLift. // // Establishes a VPC peering connection between a virtual private cloud (VPC) // in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering // enables the game servers on your fleet to communicate directly with other // AWS resources. You can peer with VPCs in any AWS account that you have access // to, including the account that you use to manage your Amazon GameLift fleets. // You cannot peer with VPCs that are in different Regions. For more information, // see VPC Peering with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // Before calling this operation to establish the peering connection, you first // need to call CreateVpcPeeringAuthorization and identify the VPC you want // to peer with. Once the authorization for the specified VPC is issued, you // have 24 hours to establish the connection. These two operations handle all // tasks necessary to peer the two VPCs, including acceptance, updating routing // tables, etc. // // To establish the connection, call this operation from the AWS account that // is used to manage the Amazon GameLift fleets. Identify the following values: // (1) The ID of the fleet you want to be enable a VPC peering connection for; // (2) The AWS account with the VPC that you want to peer with; and (3) The // ID of the VPC you want to peer with. This operation is asynchronous. If successful, // a VpcPeeringConnection request is created. You can use continuous polling // to track the request's status using DescribeVpcPeeringConnections, or by // monitoring fleet events for success or failure using DescribeFleetEvents. // // Related actions // // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation CreateVpcPeeringConnection for usage and error information. // // Returned Error Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error) { req, out := c.CreateVpcPeeringConnectionRequest(input) return out, req.Send() } // CreateVpcPeeringConnectionWithContext is the same as CreateVpcPeeringConnection with the addition of // the ability to pass a context and additional request options. // // See CreateVpcPeeringConnection for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error) { req, out := c.CreateVpcPeeringConnectionRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteAlias = "DeleteAlias" // DeleteAliasRequest generates a "aws/request.Request" representing the // client's request for the DeleteAlias operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteAlias for more information on using the DeleteAlias // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteAliasRequest method. // req, resp := client.DeleteAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput) { op := &request.Operation{ Name: opDeleteAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteAliasInput{} } output = &DeleteAliasOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeleteAlias API operation for Amazon GameLift. // // Deletes an alias. This operation 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. // // Related actions // // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error) { req, out := c.DeleteAliasRequest(input) return out, req.Send() } // 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 (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error) { req, out := c.DeleteAliasRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteBuild = "DeleteBuild" // DeleteBuildRequest generates a "aws/request.Request" representing the // client's request for the DeleteBuild operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteBuild for more information on using the DeleteBuild // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteBuildRequest method. // req, resp := client.DeleteBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput) { op := &request.Operation{ Name: opDeleteBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteBuildInput{} } output = &DeleteBuildOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeleteBuild API operation for Amazon GameLift. // // Deletes a build. This operation permanently deletes the build resource and // any uploaded build files. 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. // // To delete a build, specify the build ID. // // Learn more // // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // // Related actions // // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error) { req, out := c.DeleteBuildRequest(input) return out, req.Send() } // 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 (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error) { req, out := c.DeleteBuildRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteFleet = "DeleteFleet" // DeleteFleetRequest generates a "aws/request.Request" representing the // client's request for the DeleteFleet operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteFleet for more information on using the DeleteFleet // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteFleetRequest method. // req, resp := client.DeleteFleetRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput) { op := &request.Operation{ Name: opDeleteFleet, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteFleetInput{} } output = &DeleteFleetOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeleteFleet API operation for Amazon GameLift. // // Deletes all resources and information related a fleet. Any current fleet // instances, including those in remote locations, are shut down. You don't // need to call DeleteFleetLocations separately. // // If the fleet being deleted has a VPC peering connection, you first need to // get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. // You do not need to explicitly delete the VPC peering connection--this is // done as part of the delete fleet process. // // To delete a fleet, specify the fleet ID to be terminated. During the deletion // process the fleet status is changed to DELETING. When completed, the status // switches to TERMINATED and the fleet event FLEET_DELETED is sent. // // Learn more // // Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings // | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy // | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by // task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * 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. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error) { req, out := c.DeleteFleetRequest(input) return out, req.Send() } // 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 (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error) { req, out := c.DeleteFleetRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteFleetLocations = "DeleteFleetLocations" // DeleteFleetLocationsRequest generates a "aws/request.Request" representing the // client's request for the DeleteFleetLocations operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteFleetLocations for more information on using the DeleteFleetLocations // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteFleetLocationsRequest method. // req, resp := client.DeleteFleetLocationsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocations func (c *GameLift) DeleteFleetLocationsRequest(input *DeleteFleetLocationsInput) (req *request.Request, output *DeleteFleetLocationsOutput) { op := &request.Operation{ Name: opDeleteFleetLocations, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteFleetLocationsInput{} } output = &DeleteFleetLocationsOutput{} req = c.newRequest(op, input, output) return } // DeleteFleetLocations API operation for Amazon GameLift. // // Removes locations from a multi-location fleet. When deleting a location, // all game server process and all instances that are still active in the location // are shut down. // // To delete fleet locations, identify the fleet ID and provide a list of the // locations to be deleted. // // If successful, GameLift sets the location status to DELETING, and begins // to shut down existing server processes and terminate instances in each location // being deleted. When completed, the location status changes to TERMINATED. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity // | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 DeleteFleetLocations for usage and error information. // // Returned Error Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocations func (c *GameLift) DeleteFleetLocations(input *DeleteFleetLocationsInput) (*DeleteFleetLocationsOutput, error) { req, out := c.DeleteFleetLocationsRequest(input) return out, req.Send() } // DeleteFleetLocationsWithContext is the same as DeleteFleetLocations with the addition of // the ability to pass a context and additional request options. // // See DeleteFleetLocations 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 (c *GameLift) DeleteFleetLocationsWithContext(ctx aws.Context, input *DeleteFleetLocationsInput, opts ...request.Option) (*DeleteFleetLocationsOutput, error) { req, out := c.DeleteFleetLocationsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteGameServerGroup = "DeleteGameServerGroup" // DeleteGameServerGroupRequest generates a "aws/request.Request" representing the // client's request for the DeleteGameServerGroup operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteGameServerGroup for more information on using the DeleteGameServerGroup // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteGameServerGroupRequest method. // req, resp := client.DeleteGameServerGroupRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup func (c *GameLift) DeleteGameServerGroupRequest(input *DeleteGameServerGroupInput) (req *request.Request, output *DeleteGameServerGroupOutput) { op := &request.Operation{ Name: opDeleteGameServerGroup, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteGameServerGroupInput{} } output = &DeleteGameServerGroupOutput{} req = c.newRequest(op, input, output) return } // DeleteGameServerGroup API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Terminates a game server group and permanently deletes the game server group // record. You have several options for how these resources are impacted when // deleting the game server group. Depending on the type of delete operation // selected, this operation might affect these resources: // // * The game server group // // * The corresponding Auto Scaling group // // * All game servers that are currently running in the group // // To delete a game server group, identify the game server group to delete and // specify the type of delete operation to initiate. Game server groups can // only be deleted if they are in ACTIVE or ERROR status. // // If the delete request is successful, a series of operations are kicked off. // The game server group status is changed to DELETE_SCHEDULED, which prevents // new game servers from being registered and stops automatic scaling activity. // Once all game servers in the game server group are deregistered, GameLift // FleetIQ can begin deleting resources. If any of the delete operations fail, // the game server group is placed in ERROR status. // // GameLift FleetIQ emits delete events to Amazon CloudWatch. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 DeleteGameServerGroup for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup func (c *GameLift) DeleteGameServerGroup(input *DeleteGameServerGroupInput) (*DeleteGameServerGroupOutput, error) { req, out := c.DeleteGameServerGroupRequest(input) return out, req.Send() } // DeleteGameServerGroupWithContext is the same as DeleteGameServerGroup with the addition of // the ability to pass a context and additional request options. // // See DeleteGameServerGroup 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 (c *GameLift) DeleteGameServerGroupWithContext(ctx aws.Context, input *DeleteGameServerGroupInput, opts ...request.Option) (*DeleteGameServerGroupOutput, error) { req, out := c.DeleteGameServerGroupRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteGameSessionQueue = "DeleteGameSessionQueue" // DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the // client's request for the DeleteGameSessionQueue operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteGameSessionQueueRequest method. // req, resp := client.DeleteGameSessionQueueRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput) { op := &request.Operation{ Name: opDeleteGameSessionQueue, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteGameSessionQueueInput{} } output = &DeleteGameSessionQueueOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeleteGameSessionQueue API operation for Amazon GameLift. // // Deletes a game session queue. Once a queue is successfully deleted, unfulfilled // StartGameSessionPlacement requests that reference the queue will fail. To // delete a queue, specify the queue name. // // Learn more // // Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) // // Related actions // // CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue // | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error) { req, out := c.DeleteGameSessionQueueRequest(input) return out, req.Send() } // 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 (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error) { req, out := c.DeleteGameSessionQueueRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteMatchmakingConfiguration = "DeleteMatchmakingConfiguration" // DeleteMatchmakingConfigurationRequest generates a "aws/request.Request" representing the // client's request for the DeleteMatchmakingConfiguration operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteMatchmakingConfiguration for more information on using the DeleteMatchmakingConfiguration // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteMatchmakingConfigurationRequest method. // req, resp := client.DeleteMatchmakingConfigurationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput) { op := &request.Operation{ Name: opDeleteMatchmakingConfiguration, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteMatchmakingConfigurationInput{} } output = &DeleteMatchmakingConfigurationOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeleteMatchmakingConfiguration API operation for Amazon GameLift. // // Permanently removes a FlexMatch matchmaking configuration. To delete, specify // the configuration name. A matchmaking configuration cannot be deleted if // it is being used in any active matchmaking tickets. // // Related actions // // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteMatchmakingConfiguration for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error) { req, out := c.DeleteMatchmakingConfigurationRequest(input) return out, req.Send() } // DeleteMatchmakingConfigurationWithContext is the same as DeleteMatchmakingConfiguration with the addition of // the ability to pass a context and additional request options. // // See DeleteMatchmakingConfiguration for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error) { req, out := c.DeleteMatchmakingConfigurationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteMatchmakingRuleSet = "DeleteMatchmakingRuleSet" // DeleteMatchmakingRuleSetRequest generates a "aws/request.Request" representing the // client's request for the DeleteMatchmakingRuleSet operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteMatchmakingRuleSet for more information on using the DeleteMatchmakingRuleSet // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteMatchmakingRuleSetRequest method. // req, resp := client.DeleteMatchmakingRuleSetRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet func (c *GameLift) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) (req *request.Request, output *DeleteMatchmakingRuleSetOutput) { op := &request.Operation{ Name: opDeleteMatchmakingRuleSet, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteMatchmakingRuleSetInput{} } output = &DeleteMatchmakingRuleSetOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeleteMatchmakingRuleSet API operation for Amazon GameLift. // // Deletes an existing matchmaking rule set. To delete the rule set, provide // the rule set name. Rule sets cannot be deleted if they are currently being // used by a matchmaking configuration. // // Learn more // // * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) // // Related actions // // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 DeleteMatchmakingRuleSet for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet func (c *GameLift) DeleteMatchmakingRuleSet(input *DeleteMatchmakingRuleSetInput) (*DeleteMatchmakingRuleSetOutput, error) { req, out := c.DeleteMatchmakingRuleSetRequest(input) return out, req.Send() } // DeleteMatchmakingRuleSetWithContext is the same as DeleteMatchmakingRuleSet with the addition of // the ability to pass a context and additional request options. // // See DeleteMatchmakingRuleSet 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 (c *GameLift) DeleteMatchmakingRuleSetWithContext(ctx aws.Context, input *DeleteMatchmakingRuleSetInput, opts ...request.Option) (*DeleteMatchmakingRuleSetOutput, error) { req, out := c.DeleteMatchmakingRuleSetRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteScalingPolicy = "DeleteScalingPolicy" // DeleteScalingPolicyRequest generates a "aws/request.Request" representing the // client's request for the DeleteScalingPolicy operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteScalingPolicy for more information on using the DeleteScalingPolicy // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteScalingPolicyRequest method. // req, resp := client.DeleteScalingPolicyRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput) { op := &request.Operation{ Name: opDeleteScalingPolicy, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteScalingPolicyInput{} } output = &DeleteScalingPolicyOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeleteScalingPolicy API operation for Amazon GameLift. // // Deletes a fleet scaling policy. Once deleted, the policy is no longer in // force and GameLift removes all record of it. To delete a scaling policy, // specify both the scaling policy name and the fleet ID it is associated with. // // To temporarily suspend scaling policies, call StopFleetActions. This operation // suspends all policies for the fleet. // // Related actions // // DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | // PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions // | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error) { req, out := c.DeleteScalingPolicyRequest(input) return out, req.Send() } // 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 (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error) { req, out := c.DeleteScalingPolicyRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteScript = "DeleteScript" // DeleteScriptRequest generates a "aws/request.Request" representing the // client's request for the DeleteScript operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteScript for more information on using the DeleteScript // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteScriptRequest method. // req, resp := client.DeleteScriptRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript func (c *GameLift) DeleteScriptRequest(input *DeleteScriptInput) (req *request.Request, output *DeleteScriptOutput) { op := &request.Operation{ Name: opDeleteScript, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteScriptInput{} } output = &DeleteScriptOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeleteScript API operation for Amazon GameLift. // // Deletes a Realtime script. This operation permanently deletes the script // record. If script files were uploaded, they are also deleted (files stored // in an S3 bucket are not deleted). // // To delete a script, specify the script ID. Before deleting a script, be sure // to terminate all fleets that are deployed with the script being deleted. // Fleet instances periodically check for script updates, and if the script // record no longer exists, the instance will go into an error state and be // unable to host game sessions. // // Learn more // // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) // // Related actions // // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 DeleteScript for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript func (c *GameLift) DeleteScript(input *DeleteScriptInput) (*DeleteScriptOutput, error) { req, out := c.DeleteScriptRequest(input) return out, req.Send() } // DeleteScriptWithContext is the same as DeleteScript with the addition of // the ability to pass a context and additional request options. // // See DeleteScript 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 (c *GameLift) DeleteScriptWithContext(ctx aws.Context, input *DeleteScriptInput, opts ...request.Option) (*DeleteScriptOutput, error) { req, out := c.DeleteScriptRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteVpcPeeringAuthorization = "DeleteVpcPeeringAuthorization" // DeleteVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the // client's request for the DeleteVpcPeeringAuthorization operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteVpcPeeringAuthorization for more information on using the DeleteVpcPeeringAuthorization // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteVpcPeeringAuthorizationRequest method. // req, resp := client.DeleteVpcPeeringAuthorizationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput) { op := &request.Operation{ Name: opDeleteVpcPeeringAuthorization, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteVpcPeeringAuthorizationInput{} } output = &DeleteVpcPeeringAuthorizationOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeleteVpcPeeringAuthorization API operation for Amazon GameLift. // // Cancels a pending VPC peering authorization for the specified VPC. If you // need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection. // // Related actions // // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteVpcPeeringAuthorization for usage and error information. // // Returned Error Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error) { req, out := c.DeleteVpcPeeringAuthorizationRequest(input) return out, req.Send() } // DeleteVpcPeeringAuthorizationWithContext is the same as DeleteVpcPeeringAuthorization with the addition of // the ability to pass a context and additional request options. // // See DeleteVpcPeeringAuthorization for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, opts ...request.Option) (*DeleteVpcPeeringAuthorizationOutput, error) { req, out := c.DeleteVpcPeeringAuthorizationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeleteVpcPeeringConnection = "DeleteVpcPeeringConnection" // DeleteVpcPeeringConnectionRequest generates a "aws/request.Request" representing the // client's request for the DeleteVpcPeeringConnection operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeleteVpcPeeringConnection for more information on using the DeleteVpcPeeringConnection // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeleteVpcPeeringConnectionRequest method. // req, resp := client.DeleteVpcPeeringConnectionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput) { op := &request.Operation{ Name: opDeleteVpcPeeringConnection, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeleteVpcPeeringConnectionInput{} } output = &DeleteVpcPeeringConnectionOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeleteVpcPeeringConnection API operation for Amazon GameLift. // // Removes a VPC peering connection. To delete the connection, you must have // a valid authorization for the VPC peering connection that you want to delete. // You can check for an authorization by calling DescribeVpcPeeringAuthorizations // or request a new one using CreateVpcPeeringAuthorization. // // Once a valid authorization exists, call this operation from the AWS account // that is used to manage the Amazon GameLift fleets. Identify the connection // to delete by the connection ID and fleet ID. If successful, the connection // is removed. // // Related actions // // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DeleteVpcPeeringConnection for usage and error information. // // Returned Error Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error) { req, out := c.DeleteVpcPeeringConnectionRequest(input) return out, req.Send() } // DeleteVpcPeeringConnectionWithContext is the same as DeleteVpcPeeringConnection with the addition of // the ability to pass a context and additional request options. // // See DeleteVpcPeeringConnection for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, opts ...request.Option) (*DeleteVpcPeeringConnectionOutput, error) { req, out := c.DeleteVpcPeeringConnectionRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDeregisterGameServer = "DeregisterGameServer" // DeregisterGameServerRequest generates a "aws/request.Request" representing the // client's request for the DeregisterGameServer operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DeregisterGameServer for more information on using the DeregisterGameServer // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DeregisterGameServerRequest method. // req, resp := client.DeregisterGameServerRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer func (c *GameLift) DeregisterGameServerRequest(input *DeregisterGameServerInput) (req *request.Request, output *DeregisterGameServerOutput) { op := &request.Operation{ Name: opDeregisterGameServer, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DeregisterGameServerInput{} } output = &DeregisterGameServerOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // DeregisterGameServer API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Removes the game server from a game server group. As a result of this operation, // the deregistered game server can no longer be claimed and will not be returned // in a list of active game servers. // // To deregister a game server, specify the game server group and game server // ID. If successful, this operation emits a CloudWatch event with termination // timestamp and reason. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 DeregisterGameServer for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer func (c *GameLift) DeregisterGameServer(input *DeregisterGameServerInput) (*DeregisterGameServerOutput, error) { req, out := c.DeregisterGameServerRequest(input) return out, req.Send() } // DeregisterGameServerWithContext is the same as DeregisterGameServer with the addition of // the ability to pass a context and additional request options. // // See DeregisterGameServer 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 (c *GameLift) DeregisterGameServerWithContext(ctx aws.Context, input *DeregisterGameServerInput, opts ...request.Option) (*DeregisterGameServerOutput, error) { req, out := c.DeregisterGameServerRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeAlias = "DescribeAlias" // DescribeAliasRequest generates a "aws/request.Request" representing the // client's request for the DescribeAlias operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeAlias for more information on using the DescribeAlias // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeAliasRequest method. // req, resp := client.DescribeAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput) { op := &request.Operation{ Name: opDescribeAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeAliasInput{} } output = &DescribeAliasOutput{} req = c.newRequest(op, input, output) return } // DescribeAlias API operation for Amazon GameLift. // // Retrieves properties for an alias. This operation returns all alias metadata // and settings. To get an alias's target fleet ID only, use ResolveAlias. // // To get alias properties, specify the alias ID. If successful, the requested // alias record is returned. // // Related actions // // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error) { req, out := c.DescribeAliasRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error) { req, out := c.DescribeAliasRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeBuild = "DescribeBuild" // DescribeBuildRequest generates a "aws/request.Request" representing the // client's request for the DescribeBuild operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeBuild for more information on using the DescribeBuild // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeBuildRequest method. // req, resp := client.DescribeBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput) { op := &request.Operation{ Name: opDescribeBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeBuildInput{} } output = &DescribeBuildOutput{} req = c.newRequest(op, input, output) return } // DescribeBuild API operation for Amazon GameLift. // // Retrieves properties for a custom game build. To request a build resource, // specify a build ID. If successful, an object containing the build properties // is returned. // // Learn more // // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // // Related actions // // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error) { req, out := c.DescribeBuildRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error) { req, out := c.DescribeBuildRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeEC2InstanceLimits = "DescribeEC2InstanceLimits" // DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the // client's request for the DescribeEC2InstanceLimits operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeEC2InstanceLimits for more information on using the DescribeEC2InstanceLimits // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeEC2InstanceLimitsRequest method. // req, resp := client.DescribeEC2InstanceLimitsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput) { op := &request.Operation{ Name: opDescribeEC2InstanceLimits, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeEC2InstanceLimitsInput{} } output = &DescribeEC2InstanceLimitsOutput{} req = c.newRequest(op, input, output) return } // DescribeEC2InstanceLimits API operation for Amazon GameLift. // // The GameLift service limits and current utilization for an AWS Region or // location. Instance limits control the number of instances, per instance type, // per location, that your AWS account can use. Learn more at Amazon EC2 Instance // Types (http://aws.amazon.com/ec2/instance-types/). The information returned // includes the maximum number of instances allowed and your account's current // usage across all fleets. This information can affect your ability to scale // your GameLift fleets. You can request a limit increase for your account by // using the Service limits page in the GameLift console. // // Instance limits differ based on whether the instances are deployed in a fleet's // home Region or in a remote location. For remote locations, limits also differ // based on the combination of home Region and remote location. All requests // must specify an AWS Region (either explicitly or as your default settings). // To get the limit for a remote location, you must also specify the location. // For example, the following requests all return different results: // // * Request specifies the Region ap-northeast-1 with no location. The result // is limits and usage data on all instance types that are deployed in us-east-2, // by all of the fleets that reside in ap-northeast-1. // // * Request specifies the Region us-east-1 with location ca-central-1. The // result is limits and usage data on all instance types that are deployed // in ca-central-1, by all of the fleets that reside in us-east-2. These // limits do not affect fleets in any other Regions that deploy instances // to ca-central-1. // // * Request specifies the Region eu-west-1 with location ca-central-1. The // result is limits and usage data on all instance types that are deployed // in ca-central-1, by all of the fleets that reside in eu-west-1. // // This operation can be used in the following ways: // // * To get limit and usage data for all instance types that are deployed // in an AWS Region by fleets that reside in the same Region: Specify the // Region only. Optionally, specify a single instance type to retrieve information // for. // // * To get limit and usage data for all instance types that are deployed // to a remote location by fleets that reside in different AWS Region: Provide // both the AWS Region and the remote location. Optionally, specify a single // instance type to retrieve information for. // // If successful, an EC2InstanceLimits object is returned with limits and usage // data for each requested instance type. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits // | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes // | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error) { req, out := c.DescribeEC2InstanceLimitsRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error) { req, out := c.DescribeEC2InstanceLimitsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeFleetAttributes = "DescribeFleetAttributes" // DescribeFleetAttributesRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetAttributes operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeFleetAttributes for more information on using the DescribeFleetAttributes // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeFleetAttributesRequest method. // req, resp := client.DescribeFleetAttributesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput) { op := &request.Operation{ Name: opDescribeFleetAttributes, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeFleetAttributesInput{} } output = &DescribeFleetAttributesOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetAttributes API operation for Amazon GameLift. // // Retrieves core fleet-wide properties, including the computing hardware and // deployment configuration for all instances in the fleet. // // This operation can be used in the following ways: // // * To get attributes for one or more specific fleets, provide a list of // fleet IDs or fleet ARNs. // // * To get attributes for all fleets, do not provide a fleet identifier. // // When requesting attributes for multiple fleets, use the pagination parameters // to retrieve results as a set of sequential pages. // // If successful, a FleetAttributes object is returned for each fleet requested, // unless the fleet identifier is not found. // // Some API operations limit the number of fleet IDs that allowed in one request. // If a request exceeds this limit, the request fails and the error message // contains the maximum allowed number. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error) { req, out := c.DescribeFleetAttributesRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error) { req, out := c.DescribeFleetAttributesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeFleetAttributesPages iterates over the pages of a DescribeFleetAttributes operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeFleetAttributes method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeFleetAttributes operation. // pageNum := 0 // err := client.DescribeFleetAttributesPages(params, // func(page *gamelift.DescribeFleetAttributesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeFleetAttributesPages(input *DescribeFleetAttributesInput, fn func(*DescribeFleetAttributesOutput, bool) bool) error { return c.DescribeFleetAttributesPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeFleetAttributesPagesWithContext same as DescribeFleetAttributesPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeFleetAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, fn func(*DescribeFleetAttributesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeFleetAttributesInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeFleetAttributesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeFleetAttributesOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeFleetCapacity = "DescribeFleetCapacity" // DescribeFleetCapacityRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetCapacity operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeFleetCapacity for more information on using the DescribeFleetCapacity // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeFleetCapacityRequest method. // req, resp := client.DescribeFleetCapacityRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput) { op := &request.Operation{ Name: opDescribeFleetCapacity, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeFleetCapacityInput{} } output = &DescribeFleetCapacityOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetCapacity API operation for Amazon GameLift. // // Retrieves the resource capacity settings for one or more fleets. The data // returned includes the current fleet capacity (number of EC2 instances), and // settings that can control how capacity scaling. For fleets with remote locations, // this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationCapacity // to get capacity settings for a fleet's remote locations. // // This operation can be used in the following ways: // // * To get capacity data for one or more specific fleets, provide a list // of fleet IDs or fleet ARNs. // // * To get capacity data for all fleets, do not provide a fleet identifier. // // 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. Each FleetCapacity object includes a Location property, which is set // to the fleet's home Region. When a list of fleet IDs is provided, attribute // objects are returned only for fleets that currently exist. // // Some API operations may limit the number of fleet IDs that are allowed in // one request. If a request exceeds this limit, the request fails and the error // message includes the maximum allowed. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) // // Related actions // // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error) { req, out := c.DescribeFleetCapacityRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error) { req, out := c.DescribeFleetCapacityRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeFleetCapacityPages iterates over the pages of a DescribeFleetCapacity operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeFleetCapacity method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeFleetCapacity operation. // pageNum := 0 // err := client.DescribeFleetCapacityPages(params, // func(page *gamelift.DescribeFleetCapacityOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeFleetCapacityPages(input *DescribeFleetCapacityInput, fn func(*DescribeFleetCapacityOutput, bool) bool) error { return c.DescribeFleetCapacityPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeFleetCapacityPagesWithContext same as DescribeFleetCapacityPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeFleetCapacityPagesWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, fn func(*DescribeFleetCapacityOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeFleetCapacityInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeFleetCapacityRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeFleetCapacityOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeFleetEvents = "DescribeFleetEvents" // DescribeFleetEventsRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetEvents operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeFleetEvents for more information on using the DescribeFleetEvents // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeFleetEventsRequest method. // req, resp := client.DescribeFleetEventsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput) { op := &request.Operation{ Name: opDescribeFleetEvents, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeFleetEventsInput{} } output = &DescribeFleetEventsOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetEvents API operation for Amazon GameLift. // // Retrieves entries from a fleet's event log. Fleet events are initiated by // changes in status, such as during fleet creation and termination, changes // in capacity, etc. If a fleet has multiple locations, events are also initiated // by changes to status and capacity in remote locations. // // 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. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error) { req, out := c.DescribeFleetEventsRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error) { req, out := c.DescribeFleetEventsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeFleetEventsPages iterates over the pages of a DescribeFleetEvents operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeFleetEvents method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeFleetEvents operation. // pageNum := 0 // err := client.DescribeFleetEventsPages(params, // func(page *gamelift.DescribeFleetEventsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeFleetEventsPages(input *DescribeFleetEventsInput, fn func(*DescribeFleetEventsOutput, bool) bool) error { return c.DescribeFleetEventsPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeFleetEventsPagesWithContext same as DescribeFleetEventsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeFleetEventsPagesWithContext(ctx aws.Context, input *DescribeFleetEventsInput, fn func(*DescribeFleetEventsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeFleetEventsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeFleetEventsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeFleetEventsOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeFleetLocationAttributes = "DescribeFleetLocationAttributes" // DescribeFleetLocationAttributesRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetLocationAttributes operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeFleetLocationAttributes for more information on using the DescribeFleetLocationAttributes // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeFleetLocationAttributesRequest method. // req, resp := client.DescribeFleetLocationAttributesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributes func (c *GameLift) DescribeFleetLocationAttributesRequest(input *DescribeFleetLocationAttributesInput) (req *request.Request, output *DescribeFleetLocationAttributesOutput) { op := &request.Operation{ Name: opDescribeFleetLocationAttributes, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeFleetLocationAttributesInput{} } output = &DescribeFleetLocationAttributesOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetLocationAttributes API operation for Amazon GameLift. // // Retrieves information on a fleet's remote locations, including life-cycle // status and any suspended fleet activity. // // This operation can be used in the following ways: // // * To get data for specific locations, provide a fleet identifier and a // list of locations. Location data is returned in the order that it is requested. // // * To get data for all locations, provide a fleet identifier only. Location // data is returned in no particular order. // // When requesting attributes for multiple locations, use the pagination parameters // to retrieve results as a set of sequential pages. // // If successful, a LocationAttributes object is returned for each requested // location. If the fleet does not have a requested location, no information // is returned. This operation does not return the home Region. To get information // on a fleet's home Region, call DescribeFleetAttributes. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity // | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 DescribeFleetLocationAttributes for usage and error information. // // Returned Error Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributes func (c *GameLift) DescribeFleetLocationAttributes(input *DescribeFleetLocationAttributesInput) (*DescribeFleetLocationAttributesOutput, error) { req, out := c.DescribeFleetLocationAttributesRequest(input) return out, req.Send() } // DescribeFleetLocationAttributesWithContext is the same as DescribeFleetLocationAttributes with the addition of // the ability to pass a context and additional request options. // // See DescribeFleetLocationAttributes 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 (c *GameLift) DescribeFleetLocationAttributesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, opts ...request.Option) (*DescribeFleetLocationAttributesOutput, error) { req, out := c.DescribeFleetLocationAttributesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeFleetLocationAttributesPages iterates over the pages of a DescribeFleetLocationAttributes operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeFleetLocationAttributes method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeFleetLocationAttributes operation. // pageNum := 0 // err := client.DescribeFleetLocationAttributesPages(params, // func(page *gamelift.DescribeFleetLocationAttributesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeFleetLocationAttributesPages(input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool) error { return c.DescribeFleetLocationAttributesPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeFleetLocationAttributesPagesWithContext same as DescribeFleetLocationAttributesPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeFleetLocationAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeFleetLocationAttributesInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeFleetLocationAttributesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeFleetLocationAttributesOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeFleetLocationCapacity = "DescribeFleetLocationCapacity" // DescribeFleetLocationCapacityRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetLocationCapacity operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeFleetLocationCapacity for more information on using the DescribeFleetLocationCapacity // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeFleetLocationCapacityRequest method. // req, resp := client.DescribeFleetLocationCapacityRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacity func (c *GameLift) DescribeFleetLocationCapacityRequest(input *DescribeFleetLocationCapacityInput) (req *request.Request, output *DescribeFleetLocationCapacityOutput) { op := &request.Operation{ Name: opDescribeFleetLocationCapacity, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetLocationCapacityInput{} } output = &DescribeFleetLocationCapacityOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetLocationCapacity API operation for Amazon GameLift. // // Retrieves the resource capacity settings for a fleet location. The data returned // includes the current capacity (number of EC2 instances) and some scaling // settings for the requested fleet location. Use this operation to retrieve // capacity information for a fleet's remote location or home Region (you can // also retrieve home Region capacity by calling DescribeFleetCapacity). // // To retrieve capacity data, identify a fleet and location. // // If successful, a FleetCapacity object is returned for the requested fleet // location. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) // // Related actions // // CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity // | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 DescribeFleetLocationCapacity for usage and error information. // // Returned Error Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacity func (c *GameLift) DescribeFleetLocationCapacity(input *DescribeFleetLocationCapacityInput) (*DescribeFleetLocationCapacityOutput, error) { req, out := c.DescribeFleetLocationCapacityRequest(input) return out, req.Send() } // DescribeFleetLocationCapacityWithContext is the same as DescribeFleetLocationCapacity with the addition of // the ability to pass a context and additional request options. // // See DescribeFleetLocationCapacity 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 (c *GameLift) DescribeFleetLocationCapacityWithContext(ctx aws.Context, input *DescribeFleetLocationCapacityInput, opts ...request.Option) (*DescribeFleetLocationCapacityOutput, error) { req, out := c.DescribeFleetLocationCapacityRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeFleetLocationUtilization = "DescribeFleetLocationUtilization" // DescribeFleetLocationUtilizationRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetLocationUtilization operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeFleetLocationUtilization for more information on using the DescribeFleetLocationUtilization // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeFleetLocationUtilizationRequest method. // req, resp := client.DescribeFleetLocationUtilizationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilization func (c *GameLift) DescribeFleetLocationUtilizationRequest(input *DescribeFleetLocationUtilizationInput) (req *request.Request, output *DescribeFleetLocationUtilizationOutput) { op := &request.Operation{ Name: opDescribeFleetLocationUtilization, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetLocationUtilizationInput{} } output = &DescribeFleetLocationUtilizationOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetLocationUtilization API operation for Amazon GameLift. // // Retrieves current usage data for a fleet location. Utilization data provides // a snapshot of current game hosting activity at the requested location. Use // this operation to retrieve utilization information for a fleet's remote location // or home Region (you can also retrieve home Region utilization by calling // DescribeFleetUtilization). // // To retrieve utilization data, identify a fleet and location. // // If successful, a FleetUtilization object is returned for the requested fleet // location. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) // // Related actions // // CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity // | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 DescribeFleetLocationUtilization for usage and error information. // // Returned Error Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilization func (c *GameLift) DescribeFleetLocationUtilization(input *DescribeFleetLocationUtilizationInput) (*DescribeFleetLocationUtilizationOutput, error) { req, out := c.DescribeFleetLocationUtilizationRequest(input) return out, req.Send() } // DescribeFleetLocationUtilizationWithContext is the same as DescribeFleetLocationUtilization with the addition of // the ability to pass a context and additional request options. // // See DescribeFleetLocationUtilization 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 (c *GameLift) DescribeFleetLocationUtilizationWithContext(ctx aws.Context, input *DescribeFleetLocationUtilizationInput, opts ...request.Option) (*DescribeFleetLocationUtilizationOutput, error) { req, out := c.DescribeFleetLocationUtilizationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeFleetPortSettings = "DescribeFleetPortSettings" // DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetPortSettings operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeFleetPortSettings for more information on using the DescribeFleetPortSettings // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeFleetPortSettingsRequest method. // req, resp := client.DescribeFleetPortSettingsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput) { op := &request.Operation{ Name: opDescribeFleetPortSettings, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeFleetPortSettingsInput{} } output = &DescribeFleetPortSettingsOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetPortSettings API operation for Amazon GameLift. // // Retrieves a fleet's inbound connection permissions. Connection permissions // specify the range of IP addresses and port settings that incoming traffic // can use to access server processes in the fleet. Game sessions that are running // on instances in the fleet must use connections that fall in this range. // // This operation can be used in the following ways: // // * To retrieve the inbound connection permissions for a fleet, identify // the fleet's unique identifier. // // * To check the status of recent updates to a fleet remote location, specify // the fleet ID and a location. Port setting updates can take time to propagate // across all locations. // // If successful, a set of IpPermission objects is returned for the requested // fleet ID. When a location is specified, a pending status is included. If // the requested fleet has been deleted, the result set is empty. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error) { req, out := c.DescribeFleetPortSettingsRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error) { req, out := c.DescribeFleetPortSettingsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeFleetUtilization = "DescribeFleetUtilization" // DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the // client's request for the DescribeFleetUtilization operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeFleetUtilization for more information on using the DescribeFleetUtilization // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeFleetUtilizationRequest method. // req, resp := client.DescribeFleetUtilizationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput) { op := &request.Operation{ Name: opDescribeFleetUtilization, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeFleetUtilizationInput{} } output = &DescribeFleetUtilizationOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetUtilization API operation for Amazon GameLift. // // Retrieves utilization statistics for one or more fleets. Utilization data // provides a snapshot of how the fleet's hosting resources are currently being // used. For fleets with remote locations, this operation retrieves data for // the fleet's home Region only. See DescribeFleetLocationUtilization to get // utilization statistics for a fleet's remote locations. // // This operation can be used in the following ways: // // * To get utilization data for one or more specific fleets, provide a list // of fleet IDs or fleet ARNs. // // * To get utilization data for all fleets, do not provide a fleet identifier. // // 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, unless the fleet identifier is not found. Each fleet utilization object // includes a Location property, which is set to the fleet's home Region. // // Some API operations 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. // // Learn more // // Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) // // Related actions // // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error) { req, out := c.DescribeFleetUtilizationRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error) { req, out := c.DescribeFleetUtilizationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeFleetUtilizationPages iterates over the pages of a DescribeFleetUtilization operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeFleetUtilization method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeFleetUtilization operation. // pageNum := 0 // err := client.DescribeFleetUtilizationPages(params, // func(page *gamelift.DescribeFleetUtilizationOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeFleetUtilizationPages(input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool) error { return c.DescribeFleetUtilizationPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeFleetUtilizationPagesWithContext same as DescribeFleetUtilizationPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeFleetUtilizationPagesWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeFleetUtilizationInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeFleetUtilizationRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeFleetUtilizationOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeGameServer = "DescribeGameServer" // DescribeGameServerRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameServer operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeGameServer for more information on using the DescribeGameServer // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeGameServerRequest method. // req, resp := client.DescribeGameServerRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer func (c *GameLift) DescribeGameServerRequest(input *DescribeGameServerInput) (req *request.Request, output *DescribeGameServerOutput) { op := &request.Operation{ Name: opDescribeGameServer, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeGameServerInput{} } output = &DescribeGameServerOutput{} req = c.newRequest(op, input, output) return } // DescribeGameServer API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Retrieves information for a registered game server. Information includes // game server status, health check info, and the instance that the game server // is running on. // // To retrieve game server information, specify the game server ID. If successful, // the requested game server object is returned. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 DescribeGameServer for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer func (c *GameLift) DescribeGameServer(input *DescribeGameServerInput) (*DescribeGameServerOutput, error) { req, out := c.DescribeGameServerRequest(input) return out, req.Send() } // DescribeGameServerWithContext is the same as DescribeGameServer with the addition of // the ability to pass a context and additional request options. // // See DescribeGameServer 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 (c *GameLift) DescribeGameServerWithContext(ctx aws.Context, input *DescribeGameServerInput, opts ...request.Option) (*DescribeGameServerOutput, error) { req, out := c.DescribeGameServerRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeGameServerGroup = "DescribeGameServerGroup" // DescribeGameServerGroupRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameServerGroup operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeGameServerGroup for more information on using the DescribeGameServerGroup // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeGameServerGroupRequest method. // req, resp := client.DescribeGameServerGroupRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup func (c *GameLift) DescribeGameServerGroupRequest(input *DescribeGameServerGroupInput) (req *request.Request, output *DescribeGameServerGroupOutput) { op := &request.Operation{ Name: opDescribeGameServerGroup, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeGameServerGroupInput{} } output = &DescribeGameServerGroupOutput{} req = c.newRequest(op, input, output) return } // DescribeGameServerGroup API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Retrieves information on a game server group. This operation returns only // properties related to GameLift FleetIQ. To view or update properties for // the corresponding Auto Scaling group, such as launch template, auto scaling // policies, and maximum/minimum group size, access the Auto Scaling group directly. // // To get attributes for a game server group, provide a group name or ARN value. // If successful, a GameServerGroup object is returned. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 DescribeGameServerGroup for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup func (c *GameLift) DescribeGameServerGroup(input *DescribeGameServerGroupInput) (*DescribeGameServerGroupOutput, error) { req, out := c.DescribeGameServerGroupRequest(input) return out, req.Send() } // DescribeGameServerGroupWithContext is the same as DescribeGameServerGroup with the addition of // the ability to pass a context and additional request options. // // See DescribeGameServerGroup 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 (c *GameLift) DescribeGameServerGroupWithContext(ctx aws.Context, input *DescribeGameServerGroupInput, opts ...request.Option) (*DescribeGameServerGroupOutput, error) { req, out := c.DescribeGameServerGroupRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeGameServerInstances = "DescribeGameServerInstances" // DescribeGameServerInstancesRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameServerInstances operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeGameServerInstances for more information on using the DescribeGameServerInstances // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeGameServerInstancesRequest method. // req, resp := client.DescribeGameServerInstancesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances func (c *GameLift) DescribeGameServerInstancesRequest(input *DescribeGameServerInstancesInput) (req *request.Request, output *DescribeGameServerInstancesOutput) { op := &request.Operation{ Name: opDescribeGameServerInstances, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeGameServerInstancesInput{} } output = &DescribeGameServerInstancesOutput{} req = c.newRequest(op, input, output) return } // DescribeGameServerInstances API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Retrieves status information about the Amazon EC2 instances associated with // a GameLift FleetIQ game server group. Use this operation to detect when instances // are active or not available to host new game servers. If you are looking // for instance configuration information, call DescribeGameServerGroup or access // the corresponding Auto Scaling group properties. // // To request status for all instances in the game server group, provide a game // server group ID only. To request status for specific instances, provide the // game server group ID and one or more instance IDs. Use the pagination parameters // to retrieve results in sequential segments. If successful, a collection of // GameServerInstance objects is returned. // // This operation is not designed to be called with every game server claim // request; this practice can cause you to exceed your API limit, which results // in errors. Instead, as a best practice, cache the results and refresh your // cache no more than once every 10 seconds. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 DescribeGameServerInstances for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances func (c *GameLift) DescribeGameServerInstances(input *DescribeGameServerInstancesInput) (*DescribeGameServerInstancesOutput, error) { req, out := c.DescribeGameServerInstancesRequest(input) return out, req.Send() } // DescribeGameServerInstancesWithContext is the same as DescribeGameServerInstances with the addition of // the ability to pass a context and additional request options. // // See DescribeGameServerInstances 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 (c *GameLift) DescribeGameServerInstancesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, opts ...request.Option) (*DescribeGameServerInstancesOutput, error) { req, out := c.DescribeGameServerInstancesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeGameServerInstancesPages iterates over the pages of a DescribeGameServerInstances operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeGameServerInstances method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeGameServerInstances operation. // pageNum := 0 // err := client.DescribeGameServerInstancesPages(params, // func(page *gamelift.DescribeGameServerInstancesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeGameServerInstancesPages(input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool) error { return c.DescribeGameServerInstancesPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeGameServerInstancesPagesWithContext same as DescribeGameServerInstancesPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeGameServerInstancesPagesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeGameServerInstancesInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeGameServerInstancesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeGameServerInstancesOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeGameSessionDetails = "DescribeGameSessionDetails" // DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameSessionDetails operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeGameSessionDetails for more information on using the DescribeGameSessionDetails // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeGameSessionDetailsRequest method. // req, resp := client.DescribeGameSessionDetailsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput) { op := &request.Operation{ Name: opDescribeGameSessionDetails, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeGameSessionDetailsInput{} } output = &DescribeGameSessionDetailsOutput{} req = c.newRequest(op, input, output) return } // DescribeGameSessionDetails API operation for Amazon GameLift. // // Retrieves additional game session properties, including the game session // protection policy in force, a set of one or more game sessions in a specific // fleet location. You can optionally filter the results by current game session // status. Alternatively, use SearchGameSessions to request a set of active // game sessions that are filtered by certain criteria. To retrieve all game // session properties, use DescribeGameSessions. // // This operation can be used in the following ways: // // * To retrieve details for all game sessions that are currently running // on all locations in a fleet, provide a fleet or alias ID, with an optional // status filter. This approach returns details from the fleet's home Region // and all remote locations. // // * To retrieve details for all game sessions that are currently running // on a specific fleet location, provide a fleet or alias ID and a location // name, with optional status filter. The location can be the fleet's home // Region or any remote location. // // * To retrieve details for a specific game session, provide the game session // ID. This approach looks for the game session ID in all fleets that reside // in the AWS Region defined in the request. // // Use the pagination parameters to retrieve results as a set of sequential // pages. // // If successful, a GameSessionDetail object is returned for each game session // that matches the request. // // Learn more // // Find a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find) // // Related actions // // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * TerminalRoutingStrategyException // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error) { req, out := c.DescribeGameSessionDetailsRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error) { req, out := c.DescribeGameSessionDetailsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeGameSessionDetailsPages iterates over the pages of a DescribeGameSessionDetails operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeGameSessionDetails method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeGameSessionDetails operation. // pageNum := 0 // err := client.DescribeGameSessionDetailsPages(params, // func(page *gamelift.DescribeGameSessionDetailsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeGameSessionDetailsPages(input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool) error { return c.DescribeGameSessionDetailsPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeGameSessionDetailsPagesWithContext same as DescribeGameSessionDetailsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeGameSessionDetailsPagesWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeGameSessionDetailsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeGameSessionDetailsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeGameSessionDetailsOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeGameSessionPlacement = "DescribeGameSessionPlacement" // DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameSessionPlacement operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeGameSessionPlacement for more information on using the DescribeGameSessionPlacement // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeGameSessionPlacementRequest method. // req, resp := client.DescribeGameSessionPlacementRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput) { op := &request.Operation{ Name: opDescribeGameSessionPlacement, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeGameSessionPlacementInput{} } output = &DescribeGameSessionPlacementOutput{} req = c.newRequest(op, input, output) return } // DescribeGameSessionPlacement API operation for Amazon GameLift. // // Retrieves information, including current status, about a game session placement // request. // // To get game session placement details, specify the placement ID. // // If successful, a GameSessionPlacement object is returned. // // Related actions // // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error) { req, out := c.DescribeGameSessionPlacementRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error) { req, out := c.DescribeGameSessionPlacementRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeGameSessionQueues = "DescribeGameSessionQueues" // DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameSessionQueues operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeGameSessionQueues for more information on using the DescribeGameSessionQueues // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeGameSessionQueuesRequest method. // req, resp := client.DescribeGameSessionQueuesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput) { op := &request.Operation{ Name: opDescribeGameSessionQueues, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeGameSessionQueuesInput{} } output = &DescribeGameSessionQueuesOutput{} req = c.newRequest(op, input, output) return } // 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. // // Learn more // // View Your Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html) // // Related actions // // CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue // | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error) { req, out := c.DescribeGameSessionQueuesRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error) { req, out := c.DescribeGameSessionQueuesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeGameSessionQueuesPages iterates over the pages of a DescribeGameSessionQueues operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeGameSessionQueues method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeGameSessionQueues operation. // pageNum := 0 // err := client.DescribeGameSessionQueuesPages(params, // func(page *gamelift.DescribeGameSessionQueuesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeGameSessionQueuesPages(input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool) error { return c.DescribeGameSessionQueuesPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeGameSessionQueuesPagesWithContext same as DescribeGameSessionQueuesPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeGameSessionQueuesPagesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeGameSessionQueuesInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeGameSessionQueuesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeGameSessionQueuesOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeGameSessions = "DescribeGameSessions" // DescribeGameSessionsRequest generates a "aws/request.Request" representing the // client's request for the DescribeGameSessions operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeGameSessions for more information on using the DescribeGameSessions // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeGameSessionsRequest method. // req, resp := client.DescribeGameSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput) { op := &request.Operation{ Name: opDescribeGameSessions, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeGameSessionsInput{} } output = &DescribeGameSessionsOutput{} req = c.newRequest(op, input, output) return } // DescribeGameSessions API operation for Amazon GameLift. // // Retrieves a set of one or more game sessions in a specific fleet location. // You can optionally filter the results by current game session status. Alternatively, // use SearchGameSessions to request a set of active game sessions that are // filtered by certain criteria. To retrieve the protection policy for game // sessions, use DescribeGameSessionDetails. // // This operation can be used in the following ways: // // * To retrieve all game sessions that are currently running on all locations // in a fleet, provide a fleet or alias ID, with an optional status filter. // This approach returns all game sessions in the fleet's home Region and // all remote locations. // // * To retrieve all game sessions that are currently running on a specific // fleet location, provide a fleet or alias ID and a location name, with // optional status filter. The location can be the fleet's home Region or // any remote location. // // * To retrieve a specific game session, provide the game session ID. This // approach looks for the game session ID in all fleets that reside in the // AWS Region defined in the request. // // Use the pagination parameters to retrieve results as a set of sequential // pages. // // If successful, a GameSession object is returned for each game session that // matches the request. // // Available in GameLift Local. // // Learn more // // Find a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find) // // Related actions // // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * TerminalRoutingStrategyException // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error) { req, out := c.DescribeGameSessionsRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error) { req, out := c.DescribeGameSessionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeGameSessionsPages iterates over the pages of a DescribeGameSessions operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeGameSessions method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeGameSessions operation. // pageNum := 0 // err := client.DescribeGameSessionsPages(params, // func(page *gamelift.DescribeGameSessionsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeGameSessionsPages(input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool) error { return c.DescribeGameSessionsPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeGameSessionsPagesWithContext same as DescribeGameSessionsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeGameSessionsPagesWithContext(ctx aws.Context, input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeGameSessionsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeGameSessionsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeGameSessionsOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeInstances = "DescribeInstances" // DescribeInstancesRequest generates a "aws/request.Request" representing the // client's request for the DescribeInstances operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeInstances for more information on using the DescribeInstances // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeInstancesRequest method. // req, resp := client.DescribeInstancesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput) { op := &request.Operation{ Name: opDescribeInstances, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeInstancesInput{} } output = &DescribeInstancesOutput{} req = c.newRequest(op, input, output) return } // DescribeInstances API operation for Amazon GameLift. // // Retrieves information about a fleet's instances, including instance IDs, // connection data, and status. // // This operation can be used in the following ways: // // * To get information on all instances that are deployed to a fleet's home // Region, provide the fleet ID. // // * To get information on all instances that are deployed to a fleet's remote // location, provide the fleet ID and location name. // // * To get information on a specific instance in a fleet, provide the fleet // ID and instance ID. // // Use the pagination parameters to retrieve results as a set of sequential // pages. // // If successful, an Instance object is returned for each requested instance. // Instances are not returned in any particular order. // // Learn more // // Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) // // Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) // // Related actions // // DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs // by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error) { req, out := c.DescribeInstancesRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error) { req, out := c.DescribeInstancesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeInstancesPages iterates over the pages of a DescribeInstances operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeInstances method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeInstances operation. // pageNum := 0 // err := client.DescribeInstancesPages(params, // func(page *gamelift.DescribeInstancesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeInstancesPages(input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool) error { return c.DescribeInstancesPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeInstancesPagesWithContext same as DescribeInstancesPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeInstancesPagesWithContext(ctx aws.Context, input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeInstancesInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeInstancesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeInstancesOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeMatchmaking = "DescribeMatchmaking" // DescribeMatchmakingRequest generates a "aws/request.Request" representing the // client's request for the DescribeMatchmaking operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeMatchmaking for more information on using the DescribeMatchmaking // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeMatchmakingRequest method. // req, resp := client.DescribeMatchmakingRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput) { op := &request.Operation{ Name: opDescribeMatchmaking, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeMatchmakingInput{} } output = &DescribeMatchmakingOutput{} req = c.newRequest(op, input, output) return } // DescribeMatchmaking API operation for Amazon GameLift. // // Retrieves one or more matchmaking tickets. Use this operation to retrieve // ticket information, including--after a successful match is made--connection // information for the resulting new game session. // // To request matchmaking tickets, provide a list of up to 10 ticket IDs. If // the request is successful, a ticket object is returned for each requested // ID that currently exists. // // This operation is not designed to be continually called to track matchmaking // ticket status. This practice can cause you to exceed your API limit, which // results in errors. Instead, as a best practice, set up an Amazon Simple Notification // Service (SNS) to receive notifications, and provide the topic ARN in the // matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking // should only be used for games in development with low matchmaking usage. // // Learn more // // Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) // // Set Up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) // // Related actions // // StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | // StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeMatchmaking for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error) { req, out := c.DescribeMatchmakingRequest(input) return out, req.Send() } // DescribeMatchmakingWithContext is the same as DescribeMatchmaking with the addition of // the ability to pass a context and additional request options. // // See DescribeMatchmaking for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error) { req, out := c.DescribeMatchmakingRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeMatchmakingConfigurations = "DescribeMatchmakingConfigurations" // DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the // client's request for the DescribeMatchmakingConfigurations operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeMatchmakingConfigurationsRequest method. // req, resp := client.DescribeMatchmakingConfigurationsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput) { op := &request.Operation{ Name: opDescribeMatchmakingConfigurations, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeMatchmakingConfigurationsInput{} } output = &DescribeMatchmakingConfigurationsOutput{} req = c.newRequest(op, input, output) return } // DescribeMatchmakingConfigurations API operation for Amazon GameLift. // // Retrieves the details of FlexMatch matchmaking configurations. // // This operation offers the following options: (1) retrieve all matchmaking // configurations, (2) retrieve configurations for a specified list, or (3) // retrieve all configurations that use a specified rule set name. When requesting // multiple items, use the pagination parameters to retrieve results as a set // of sequential pages. // // If successful, a configuration is returned for each requested name. When // specifying a list of names, only configurations that currently exist are // returned. // // Learn more // // Setting up FlexMatch matchmakers (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html) // // Related actions // // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeMatchmakingConfigurations for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error) { req, out := c.DescribeMatchmakingConfigurationsRequest(input) return out, req.Send() } // DescribeMatchmakingConfigurationsWithContext is the same as DescribeMatchmakingConfigurations with the addition of // the ability to pass a context and additional request options. // // See DescribeMatchmakingConfigurations for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error) { req, out := c.DescribeMatchmakingConfigurationsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeMatchmakingConfigurationsPages iterates over the pages of a DescribeMatchmakingConfigurations operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeMatchmakingConfigurations method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeMatchmakingConfigurations operation. // pageNum := 0 // err := client.DescribeMatchmakingConfigurationsPages(params, // func(page *gamelift.DescribeMatchmakingConfigurationsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeMatchmakingConfigurationsPages(input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool) error { return c.DescribeMatchmakingConfigurationsPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeMatchmakingConfigurationsPagesWithContext same as DescribeMatchmakingConfigurationsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeMatchmakingConfigurationsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeMatchmakingConfigurationsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeMatchmakingConfigurationsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeMatchmakingConfigurationsOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeMatchmakingRuleSets = "DescribeMatchmakingRuleSets" // DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the // client's request for the DescribeMatchmakingRuleSets operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeMatchmakingRuleSetsRequest method. // req, resp := client.DescribeMatchmakingRuleSetsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput) { op := &request.Operation{ Name: opDescribeMatchmakingRuleSets, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeMatchmakingRuleSetsInput{} } output = &DescribeMatchmakingRuleSetsOutput{} req = c.newRequest(op, input, output) return } // DescribeMatchmakingRuleSets API operation for Amazon GameLift. // // Retrieves the details for FlexMatch matchmaking rule sets. You can request // all existing rule sets for the Region, or provide a list of one or more rule // set names. When requesting multiple items, use the pagination parameters // to retrieve results as a set of sequential pages. If successful, a rule set // is returned for each requested name. // // Learn more // // * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) // // Related actions // // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeMatchmakingRuleSets for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error) { req, out := c.DescribeMatchmakingRuleSetsRequest(input) return out, req.Send() } // DescribeMatchmakingRuleSetsWithContext is the same as DescribeMatchmakingRuleSets with the addition of // the ability to pass a context and additional request options. // // See DescribeMatchmakingRuleSets for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error) { req, out := c.DescribeMatchmakingRuleSetsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeMatchmakingRuleSetsPages iterates over the pages of a DescribeMatchmakingRuleSets operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeMatchmakingRuleSets method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeMatchmakingRuleSets operation. // pageNum := 0 // err := client.DescribeMatchmakingRuleSetsPages(params, // func(page *gamelift.DescribeMatchmakingRuleSetsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeMatchmakingRuleSetsPages(input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool) error { return c.DescribeMatchmakingRuleSetsPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeMatchmakingRuleSetsPagesWithContext same as DescribeMatchmakingRuleSetsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeMatchmakingRuleSetsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeMatchmakingRuleSetsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeMatchmakingRuleSetsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeMatchmakingRuleSetsOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribePlayerSessions = "DescribePlayerSessions" // DescribePlayerSessionsRequest generates a "aws/request.Request" representing the // client's request for the DescribePlayerSessions operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribePlayerSessions for more information on using the DescribePlayerSessions // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribePlayerSessionsRequest method. // req, resp := client.DescribePlayerSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput) { op := &request.Operation{ Name: opDescribePlayerSessions, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribePlayerSessionsInput{} } output = &DescribePlayerSessionsOutput{} req = c.newRequest(op, input, output) return } // DescribePlayerSessions API operation for Amazon GameLift. // // Retrieves properties for one or more player sessions. // // This action can be used in the following ways: // // * To retrieve a specific player session, provide the player session ID // only. // // * To retrieve all player sessions in a game session, provide the game // session ID only. // // * To retrieve all player sessions for a specific player, provide a player // ID only. // // To request player sessions, specify either a player session ID, game session // ID, or 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 that matches // the request. // // Available in Amazon GameLift Local. // // Related actions // // CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement // | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error) { req, out := c.DescribePlayerSessionsRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error) { req, out := c.DescribePlayerSessionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribePlayerSessionsPages iterates over the pages of a DescribePlayerSessions operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribePlayerSessions method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribePlayerSessions operation. // pageNum := 0 // err := client.DescribePlayerSessionsPages(params, // func(page *gamelift.DescribePlayerSessionsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribePlayerSessionsPages(input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool) error { return c.DescribePlayerSessionsPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribePlayerSessionsPagesWithContext same as DescribePlayerSessionsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribePlayerSessionsPagesWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribePlayerSessionsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribePlayerSessionsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribePlayerSessionsOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeRuntimeConfiguration = "DescribeRuntimeConfiguration" // DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the // client's request for the DescribeRuntimeConfiguration operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeRuntimeConfigurationRequest method. // req, resp := client.DescribeRuntimeConfigurationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput) { op := &request.Operation{ Name: opDescribeRuntimeConfiguration, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeRuntimeConfigurationInput{} } output = &DescribeRuntimeConfigurationOutput{} req = c.newRequest(op, input, output) return } // DescribeRuntimeConfiguration API operation for Amazon GameLift. // // Retrieves a fleet's runtime configuration settings. The runtime configuration // tells GameLift which server processes to run (and how) on each instance in // the fleet. // // To get the runtime configuration that is currently in forces for a fleet, // provide the fleet ID. // // If successful, a RuntimeConfiguration object is returned for the requested // fleet. If the requested fleet has been deleted, the result set is empty. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Running multiple processes on a fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html) // // Related actions // // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error) { req, out := c.DescribeRuntimeConfigurationRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error) { req, out := c.DescribeRuntimeConfigurationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeScalingPolicies = "DescribeScalingPolicies" // DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the // client's request for the DescribeScalingPolicies operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeScalingPolicies for more information on using the DescribeScalingPolicies // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeScalingPoliciesRequest method. // req, resp := client.DescribeScalingPoliciesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput) { op := &request.Operation{ Name: opDescribeScalingPolicies, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &DescribeScalingPoliciesInput{} } output = &DescribeScalingPoliciesOutput{} req = c.newRequest(op, input, output) return } // DescribeScalingPolicies API operation for Amazon GameLift. // // Retrieves all scaling policies applied to a fleet. // // To get a fleet's scaling policies, specify the fleet ID. You can filter this // request by policy status, such as to retrieve only active scaling policies. // Use the pagination parameters to retrieve results as a set of sequential // pages. If successful, set of ScalingPolicy objects is returned for the fleet. // // A fleet may have all of its scaling policies suspended (StopFleetActions). // This operation does not affect the status of the scaling policies, which // remains ACTIVE. To see whether a fleet's scaling policies are in force or // suspended, call DescribeFleetAttributes and check the stopped actions. // // Related actions // // DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | // PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions // | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error) { req, out := c.DescribeScalingPoliciesRequest(input) return out, req.Send() } // 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 (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error) { req, out := c.DescribeScalingPoliciesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // DescribeScalingPoliciesPages iterates over the pages of a DescribeScalingPolicies operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See DescribeScalingPolicies method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a DescribeScalingPolicies operation. // pageNum := 0 // err := client.DescribeScalingPoliciesPages(params, // func(page *gamelift.DescribeScalingPoliciesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) DescribeScalingPoliciesPages(input *DescribeScalingPoliciesInput, fn func(*DescribeScalingPoliciesOutput, bool) bool) error { return c.DescribeScalingPoliciesPagesWithContext(aws.BackgroundContext(), input, fn) } // DescribeScalingPoliciesPagesWithContext same as DescribeScalingPoliciesPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) DescribeScalingPoliciesPagesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, fn func(*DescribeScalingPoliciesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *DescribeScalingPoliciesInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.DescribeScalingPoliciesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*DescribeScalingPoliciesOutput), !p.HasNextPage()) { break } } return p.Err() } const opDescribeScript = "DescribeScript" // DescribeScriptRequest generates a "aws/request.Request" representing the // client's request for the DescribeScript operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeScript for more information on using the DescribeScript // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeScriptRequest method. // req, resp := client.DescribeScriptRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript func (c *GameLift) DescribeScriptRequest(input *DescribeScriptInput) (req *request.Request, output *DescribeScriptOutput) { op := &request.Operation{ Name: opDescribeScript, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeScriptInput{} } output = &DescribeScriptOutput{} req = c.newRequest(op, input, output) return } // DescribeScript API operation for Amazon GameLift. // // Retrieves properties for a Realtime script. // // To request a script record, specify the script ID. If successful, an object // containing the script properties is returned. // // Learn more // // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) // // Related actions // // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 DescribeScript for usage and error information. // // Returned Error Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript func (c *GameLift) DescribeScript(input *DescribeScriptInput) (*DescribeScriptOutput, error) { req, out := c.DescribeScriptRequest(input) return out, req.Send() } // DescribeScriptWithContext is the same as DescribeScript with the addition of // the ability to pass a context and additional request options. // // See DescribeScript 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 (c *GameLift) DescribeScriptWithContext(ctx aws.Context, input *DescribeScriptInput, opts ...request.Option) (*DescribeScriptOutput, error) { req, out := c.DescribeScriptRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeVpcPeeringAuthorizations = "DescribeVpcPeeringAuthorizations" // DescribeVpcPeeringAuthorizationsRequest generates a "aws/request.Request" representing the // client's request for the DescribeVpcPeeringAuthorizations operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeVpcPeeringAuthorizations for more information on using the DescribeVpcPeeringAuthorizations // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeVpcPeeringAuthorizationsRequest method. // req, resp := client.DescribeVpcPeeringAuthorizationsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput) { op := &request.Operation{ Name: opDescribeVpcPeeringAuthorizations, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeVpcPeeringAuthorizationsInput{} } output = &DescribeVpcPeeringAuthorizationsOutput{} req = c.newRequest(op, input, output) return } // DescribeVpcPeeringAuthorizations API operation for Amazon GameLift. // // Retrieves valid VPC peering authorizations that are pending for the AWS account. // This operation returns all VPC peering authorizations and requests for peering. // This includes those initiated and received by this account. // // Related actions // // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeVpcPeeringAuthorizations for usage and error information. // // Returned Error Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error) { req, out := c.DescribeVpcPeeringAuthorizationsRequest(input) return out, req.Send() } // DescribeVpcPeeringAuthorizationsWithContext is the same as DescribeVpcPeeringAuthorizations with the addition of // the ability to pass a context and additional request options. // // See DescribeVpcPeeringAuthorizations for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, opts ...request.Option) (*DescribeVpcPeeringAuthorizationsOutput, error) { req, out := c.DescribeVpcPeeringAuthorizationsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opDescribeVpcPeeringConnections = "DescribeVpcPeeringConnections" // DescribeVpcPeeringConnectionsRequest generates a "aws/request.Request" representing the // client's request for the DescribeVpcPeeringConnections operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See DescribeVpcPeeringConnections for more information on using the DescribeVpcPeeringConnections // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the DescribeVpcPeeringConnectionsRequest method. // req, resp := client.DescribeVpcPeeringConnectionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput) { op := &request.Operation{ Name: opDescribeVpcPeeringConnections, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &DescribeVpcPeeringConnectionsInput{} } output = &DescribeVpcPeeringConnectionsOutput{} req = c.newRequest(op, input, output) return } // DescribeVpcPeeringConnections API operation for Amazon GameLift. // // Retrieves information on VPC peering connections. Use this operation to get // peering information for all fleets or for one specific fleet ID. // // To retrieve connection information, call this operation from the AWS account // that is used to manage the Amazon GameLift fleets. Specify a fleet ID or // leave the parameter empty to retrieve all connection records. If successful, // the retrieved information includes both active and pending connections. Active // connections identify the IpV4 CIDR block that the VPC uses to connect. // // Related actions // // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation DescribeVpcPeeringConnections for usage and error information. // // Returned Error Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error) { req, out := c.DescribeVpcPeeringConnectionsRequest(input) return out, req.Send() } // DescribeVpcPeeringConnectionsWithContext is the same as DescribeVpcPeeringConnections with the addition of // the ability to pass a context and additional request options. // // See DescribeVpcPeeringConnections for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, opts ...request.Option) (*DescribeVpcPeeringConnectionsOutput, error) { req, out := c.DescribeVpcPeeringConnectionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opGetGameSessionLogUrl = "GetGameSessionLogUrl" // GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the // client's request for the GetGameSessionLogUrl operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See GetGameSessionLogUrl for more information on using the GetGameSessionLogUrl // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the GetGameSessionLogUrlRequest method. // req, resp := client.GetGameSessionLogUrlRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput) { op := &request.Operation{ Name: opGetGameSessionLogUrl, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &GetGameSessionLogUrlInput{} } output = &GetGameSessionLogUrlOutput{} req = c.newRequest(op, input, output) return } // 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, GameLift automatically stores the logs // in Amazon S3 and retains them for 14 days. Use this URL to download the logs. // // See the AWS Service Limits (https://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. // // Related actions // // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error) { req, out := c.GetGameSessionLogUrlRequest(input) return out, req.Send() } // 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 (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error) { req, out := c.GetGameSessionLogUrlRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opGetInstanceAccess = "GetInstanceAccess" // GetInstanceAccessRequest generates a "aws/request.Request" representing the // client's request for the GetInstanceAccess operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See GetInstanceAccess for more information on using the GetInstanceAccess // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the GetInstanceAccessRequest method. // req, resp := client.GetInstanceAccessRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput) { op := &request.Operation{ Name: opGetInstanceAccess, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &GetInstanceAccessInput{} } output = &GetInstanceAccessOutput{} req = c.newRequest(op, input, output) return } // GetInstanceAccess API operation for Amazon GameLift. // // Requests remote access to a fleet instance. Remote access is useful for debugging, // gathering benchmarking data, or observing activity in real time. // // To remotely access an instance, you need credentials that match the operating // system of the instance. For a Windows instance, GameLift returns a user name // and password as strings for use with a Windows Remote Desktop client. For // a Linux instance, 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, as shown in one of the examples for this operation. // // To request access to a specific instance, specify the IDs of both the instance // and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling // DescribeInstances. If successful, an InstanceAccess object is returned that // contains the instance's IP address and a set of credentials. // // Learn more // // Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) // // Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) // // Related actions // // DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs // by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error) { req, out := c.GetInstanceAccessRequest(input) return out, req.Send() } // 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 (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error) { req, out := c.GetInstanceAccessRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opListAliases = "ListAliases" // ListAliasesRequest generates a "aws/request.Request" representing the // client's request for the ListAliases operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ListAliases for more information on using the ListAliases // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ListAliasesRequest method. // req, resp := client.ListAliasesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput) { op := &request.Operation{ Name: opListAliases, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &ListAliasesInput{} } output = &ListAliasesOutput{} req = c.newRequest(op, input, output) return } // ListAliases API operation for Amazon GameLift. // // Retrieves all aliases for this AWS account. You can filter the result set // by alias name and/or routing strategy type. Use the pagination parameters // to retrieve results in sequential pages. // // Returned aliases are not listed in any particular order. // // Related actions // // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error) { req, out := c.ListAliasesRequest(input) return out, req.Send() } // 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 (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error) { req, out := c.ListAliasesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // ListAliasesPages iterates over the pages of a ListAliases operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See ListAliases method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a ListAliases operation. // pageNum := 0 // err := client.ListAliasesPages(params, // func(page *gamelift.ListAliasesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) ListAliasesPages(input *ListAliasesInput, fn func(*ListAliasesOutput, bool) bool) error { return c.ListAliasesPagesWithContext(aws.BackgroundContext(), input, fn) } // ListAliasesPagesWithContext same as ListAliasesPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) ListAliasesPagesWithContext(ctx aws.Context, input *ListAliasesInput, fn func(*ListAliasesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *ListAliasesInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.ListAliasesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*ListAliasesOutput), !p.HasNextPage()) { break } } return p.Err() } const opListBuilds = "ListBuilds" // ListBuildsRequest generates a "aws/request.Request" representing the // client's request for the ListBuilds operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ListBuilds for more information on using the ListBuilds // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ListBuildsRequest method. // req, resp := client.ListBuildsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput) { op := &request.Operation{ Name: opListBuilds, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &ListBuildsInput{} } output = &ListBuildsOutput{} req = c.newRequest(op, input, output) return } // ListBuilds API operation for Amazon GameLift. // // Retrieves build resources 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 resources are not listed in any particular order. // // Learn more // // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // // Related actions // // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error) { req, out := c.ListBuildsRequest(input) return out, req.Send() } // 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 (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error) { req, out := c.ListBuildsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // ListBuildsPages iterates over the pages of a ListBuilds operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See ListBuilds method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a ListBuilds operation. // pageNum := 0 // err := client.ListBuildsPages(params, // func(page *gamelift.ListBuildsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) ListBuildsPages(input *ListBuildsInput, fn func(*ListBuildsOutput, bool) bool) error { return c.ListBuildsPagesWithContext(aws.BackgroundContext(), input, fn) } // ListBuildsPagesWithContext same as ListBuildsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) ListBuildsPagesWithContext(ctx aws.Context, input *ListBuildsInput, fn func(*ListBuildsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *ListBuildsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.ListBuildsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*ListBuildsOutput), !p.HasNextPage()) { break } } return p.Err() } const opListFleets = "ListFleets" // ListFleetsRequest generates a "aws/request.Request" representing the // client's request for the ListFleets operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ListFleets for more information on using the ListFleets // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ListFleetsRequest method. // req, resp := client.ListFleetsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput) { op := &request.Operation{ Name: opListFleets, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &ListFleetsInput{} } output = &ListFleetsOutput{} req = c.newRequest(op, input, output) return } // ListFleets API operation for Amazon GameLift. // // Retrieves a collection of fleet resources in an AWS Region. You can call // this operation to get fleets in a previously selected default Region (see // https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html // (https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html)or // specify a Region in your request. You can filter the result set to find only // those fleets that are deployed with a specific build or script. For fleets // that have multiple locations, this operation retrieves fleets based on their // home Region only. // // This operation can be used in the following ways: // // * To get a list of all fleets in a Region, don't provide a build or script // identifier. // // * To get a list of all fleets where a specific custom game build is deployed, // provide the build ID. // // * To get a list of all Realtime Servers fleets with a specific configuration // script, provide the script ID. // // Use the pagination parameters to retrieve results as a set of sequential // pages. // // If successful, a list of fleet IDs that match the request parameters is returned. // A NextToken value is also returned if there are more result pages to retrieve. // // Fleet resources are not listed in a particular order. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits // | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes // | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error) { req, out := c.ListFleetsRequest(input) return out, req.Send() } // 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 (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error) { req, out := c.ListFleetsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // ListFleetsPages iterates over the pages of a ListFleets operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See ListFleets method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a ListFleets operation. // pageNum := 0 // err := client.ListFleetsPages(params, // func(page *gamelift.ListFleetsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) ListFleetsPages(input *ListFleetsInput, fn func(*ListFleetsOutput, bool) bool) error { return c.ListFleetsPagesWithContext(aws.BackgroundContext(), input, fn) } // ListFleetsPagesWithContext same as ListFleetsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) ListFleetsPagesWithContext(ctx aws.Context, input *ListFleetsInput, fn func(*ListFleetsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *ListFleetsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.ListFleetsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*ListFleetsOutput), !p.HasNextPage()) { break } } return p.Err() } const opListGameServerGroups = "ListGameServerGroups" // ListGameServerGroupsRequest generates a "aws/request.Request" representing the // client's request for the ListGameServerGroups operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ListGameServerGroups for more information on using the ListGameServerGroups // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ListGameServerGroupsRequest method. // req, resp := client.ListGameServerGroupsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups func (c *GameLift) ListGameServerGroupsRequest(input *ListGameServerGroupsInput) (req *request.Request, output *ListGameServerGroupsOutput) { op := &request.Operation{ Name: opListGameServerGroups, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &ListGameServerGroupsInput{} } output = &ListGameServerGroupsOutput{} req = c.newRequest(op, input, output) return } // ListGameServerGroups API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Retrieves information on all game servers groups that exist in the current // AWS account for the selected Region. Use the pagination parameters to retrieve // results in a set of sequential segments. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 ListGameServerGroups for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups func (c *GameLift) ListGameServerGroups(input *ListGameServerGroupsInput) (*ListGameServerGroupsOutput, error) { req, out := c.ListGameServerGroupsRequest(input) return out, req.Send() } // ListGameServerGroupsWithContext is the same as ListGameServerGroups with the addition of // the ability to pass a context and additional request options. // // See ListGameServerGroups 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 (c *GameLift) ListGameServerGroupsWithContext(ctx aws.Context, input *ListGameServerGroupsInput, opts ...request.Option) (*ListGameServerGroupsOutput, error) { req, out := c.ListGameServerGroupsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // ListGameServerGroupsPages iterates over the pages of a ListGameServerGroups operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See ListGameServerGroups method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a ListGameServerGroups operation. // pageNum := 0 // err := client.ListGameServerGroupsPages(params, // func(page *gamelift.ListGameServerGroupsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) ListGameServerGroupsPages(input *ListGameServerGroupsInput, fn func(*ListGameServerGroupsOutput, bool) bool) error { return c.ListGameServerGroupsPagesWithContext(aws.BackgroundContext(), input, fn) } // ListGameServerGroupsPagesWithContext same as ListGameServerGroupsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) ListGameServerGroupsPagesWithContext(ctx aws.Context, input *ListGameServerGroupsInput, fn func(*ListGameServerGroupsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *ListGameServerGroupsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.ListGameServerGroupsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*ListGameServerGroupsOutput), !p.HasNextPage()) { break } } return p.Err() } const opListGameServers = "ListGameServers" // ListGameServersRequest generates a "aws/request.Request" representing the // client's request for the ListGameServers operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ListGameServers for more information on using the ListGameServers // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ListGameServersRequest method. // req, resp := client.ListGameServersRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers func (c *GameLift) ListGameServersRequest(input *ListGameServersInput) (req *request.Request, output *ListGameServersOutput) { op := &request.Operation{ Name: opListGameServers, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &ListGameServersInput{} } output = &ListGameServersOutput{} req = c.newRequest(op, input, output) return } // ListGameServers API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Retrieves information on all game servers that are currently active in a // specified game server group. You can opt to sort the list by game server // age. Use the pagination parameters to retrieve results in a set of sequential // segments. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 ListGameServers for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers func (c *GameLift) ListGameServers(input *ListGameServersInput) (*ListGameServersOutput, error) { req, out := c.ListGameServersRequest(input) return out, req.Send() } // ListGameServersWithContext is the same as ListGameServers with the addition of // the ability to pass a context and additional request options. // // See ListGameServers 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 (c *GameLift) ListGameServersWithContext(ctx aws.Context, input *ListGameServersInput, opts ...request.Option) (*ListGameServersOutput, error) { req, out := c.ListGameServersRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // ListGameServersPages iterates over the pages of a ListGameServers operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See ListGameServers method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a ListGameServers operation. // pageNum := 0 // err := client.ListGameServersPages(params, // func(page *gamelift.ListGameServersOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) ListGameServersPages(input *ListGameServersInput, fn func(*ListGameServersOutput, bool) bool) error { return c.ListGameServersPagesWithContext(aws.BackgroundContext(), input, fn) } // ListGameServersPagesWithContext same as ListGameServersPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) ListGameServersPagesWithContext(ctx aws.Context, input *ListGameServersInput, fn func(*ListGameServersOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *ListGameServersInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.ListGameServersRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*ListGameServersOutput), !p.HasNextPage()) { break } } return p.Err() } const opListScripts = "ListScripts" // ListScriptsRequest generates a "aws/request.Request" representing the // client's request for the ListScripts operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ListScripts for more information on using the ListScripts // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ListScriptsRequest method. // req, resp := client.ListScriptsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts func (c *GameLift) ListScriptsRequest(input *ListScriptsInput) (req *request.Request, output *ListScriptsOutput) { op := &request.Operation{ Name: opListScripts, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &ListScriptsInput{} } output = &ListScriptsOutput{} req = c.newRequest(op, input, output) return } // ListScripts API operation for Amazon GameLift. // // Retrieves script records for all Realtime scripts that are associated with // the AWS account in use. // // Learn more // // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) // // Related actions // // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 ListScripts for usage and error information. // // Returned Error Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts func (c *GameLift) ListScripts(input *ListScriptsInput) (*ListScriptsOutput, error) { req, out := c.ListScriptsRequest(input) return out, req.Send() } // ListScriptsWithContext is the same as ListScripts with the addition of // the ability to pass a context and additional request options. // // See ListScripts 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 (c *GameLift) ListScriptsWithContext(ctx aws.Context, input *ListScriptsInput, opts ...request.Option) (*ListScriptsOutput, error) { req, out := c.ListScriptsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // ListScriptsPages iterates over the pages of a ListScripts operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See ListScripts method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a ListScripts operation. // pageNum := 0 // err := client.ListScriptsPages(params, // func(page *gamelift.ListScriptsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) ListScriptsPages(input *ListScriptsInput, fn func(*ListScriptsOutput, bool) bool) error { return c.ListScriptsPagesWithContext(aws.BackgroundContext(), input, fn) } // ListScriptsPagesWithContext same as ListScriptsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) ListScriptsPagesWithContext(ctx aws.Context, input *ListScriptsInput, fn func(*ListScriptsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *ListScriptsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.ListScriptsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*ListScriptsOutput), !p.HasNextPage()) { break } } return p.Err() } const opListTagsForResource = "ListTagsForResource" // ListTagsForResourceRequest generates a "aws/request.Request" representing the // client's request for the ListTagsForResource operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ListTagsForResource for more information on using the ListTagsForResource // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ListTagsForResourceRequest method. // req, resp := client.ListTagsForResourceRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource func (c *GameLift) ListTagsForResourceRequest(input *ListTagsForResourceInput) (req *request.Request, output *ListTagsForResourceOutput) { op := &request.Operation{ Name: opListTagsForResource, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ListTagsForResourceInput{} } output = &ListTagsForResourceOutput{} req = c.newRequest(op, input, output) return } // ListTagsForResource API operation for Amazon GameLift. // // Retrieves all tags that are assigned to a GameLift resource. Resource tags // are used to organize AWS resources for a range of purposes. This operation // handles the permissions necessary to manage tags for the following GameLift // resource types: // // * Build // // * Script // // * Fleet // // * Alias // // * GameSessionQueue // // * MatchmakingConfiguration // // * MatchmakingRuleSet // // To list tags for a resource, specify the unique ARN value for the resource. // // Learn more // // Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference // // AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) // // Related actions // // TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 ListTagsForResource for usage and error information. // // Returned Error Types: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource func (c *GameLift) ListTagsForResource(input *ListTagsForResourceInput) (*ListTagsForResourceOutput, error) { req, out := c.ListTagsForResourceRequest(input) return out, req.Send() } // ListTagsForResourceWithContext is the same as ListTagsForResource with the addition of // the ability to pass a context and additional request options. // // See ListTagsForResource 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 (c *GameLift) ListTagsForResourceWithContext(ctx aws.Context, input *ListTagsForResourceInput, opts ...request.Option) (*ListTagsForResourceOutput, error) { req, out := c.ListTagsForResourceRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opPutScalingPolicy = "PutScalingPolicy" // PutScalingPolicyRequest generates a "aws/request.Request" representing the // client's request for the PutScalingPolicy operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See PutScalingPolicy for more information on using the PutScalingPolicy // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the PutScalingPolicyRequest method. // req, resp := client.PutScalingPolicyRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput) { op := &request.Operation{ Name: opPutScalingPolicy, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &PutScalingPolicyInput{} } output = &PutScalingPolicyOutput{} req = c.newRequest(op, input, output) return } // PutScalingPolicy API operation for Amazon GameLift. // // Creates or updates a scaling policy for a fleet. Scaling policies are used // to automatically scale a fleet's hosting capacity to meet player demand. // An active scaling policy instructs Amazon GameLift to track a fleet metric // and automatically change the fleet's capacity when a certain threshold is // reached. There are two types of scaling policies: target-based and rule-based. // Use a target-based policy to quickly and efficiently manage fleet scaling; // this option is the most commonly used. Use rule-based policies when you need // to exert fine-grained control over auto-scaling. // // Fleets can have multiple scaling policies of each type in force at the same // time; you can have one target-based policy, one or multiple rule-based scaling // policies, or both. We recommend caution, however, because multiple auto-scaling // policies can have unintended consequences. // // You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions // with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions // with the same fleet action. To stop just one scaling policy--or to permanently // remove it, you must delete the policy with DeleteScalingPolicy. // // Learn more about how to work with auto-scaling in Set Up Fleet Automatic // Scaling (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html). // // Target-based policy // // A target-based policy tracks a single metric: PercentAvailableGameSessions. // This metric tells us how much of a fleet's hosting capacity is ready to host // game sessions but is not currently in use. This is the fleet's buffer; it // measures the additional player demand that the fleet could handle at current // capacity. With a target-based policy, you set your ideal buffer size and // leave it to Amazon GameLift to take whatever action is needed to maintain // that target. // // For example, you might choose to maintain a 10% buffer for a fleet that has // the capacity to host 100 simultaneous game sessions. This policy tells Amazon // GameLift to take action whenever the fleet's available capacity falls below // or rises above 10 game sessions. Amazon GameLift will start new instances // or stop unused instances in order to return to the 10% buffer. // // To create or update a target-based policy, specify a fleet ID and name, and // set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) // and reference a TargetConfiguration object with your desired buffer value. // Exclude all other parameters. On a successful request, the policy name is // returned. The scaling policy is automatically in force as soon as it's successfully // created. If the fleet's auto-scaling actions are temporarily suspended, the // new policy will be in force once the fleet actions are restarted. // // Rule-based policy // // A rule-based policy tracks specified fleet metric, sets a threshold value, // and specifies the type of action to initiate when triggered. With a rule-based // policy, you can select from several available fleet metrics. Each policy // specifies whether to scale up or scale down (and by how much), so you need // one policy for each type of action. // // For example, a policy may make the following statement: "If the percentage // of idle instances is greater than 20% for more than 15 minutes, then reduce // the fleet capacity by 10%." // // A policy's rule statement has the following structure: // // If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] // minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. // // To implement the example, the rule statement would look like this: // // If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, // then [PercentChangeInCapacity] to/by [10]. // // To create or update a scaling policy, specify a unique combination of name // and fleet ID, and set the policy type to "RuleBased". Specify the parameter // values for a policy rule statement. On a successful request, the policy name // is returned. Scaling policies are automatically in force as soon as they're // successfully created. If the fleet's auto-scaling actions are temporarily // suspended, the new policy will be in force once the fleet actions are restarted. // // Related actions // // DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | // PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions // | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error) { req, out := c.PutScalingPolicyRequest(input) return out, req.Send() } // 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 (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error) { req, out := c.PutScalingPolicyRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opRegisterGameServer = "RegisterGameServer" // RegisterGameServerRequest generates a "aws/request.Request" representing the // client's request for the RegisterGameServer operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See RegisterGameServer for more information on using the RegisterGameServer // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the RegisterGameServerRequest method. // req, resp := client.RegisterGameServerRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer func (c *GameLift) RegisterGameServerRequest(input *RegisterGameServerInput) (req *request.Request, output *RegisterGameServerOutput) { op := &request.Operation{ Name: opRegisterGameServer, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &RegisterGameServerInput{} } output = &RegisterGameServerOutput{} req = c.newRequest(op, input, output) return } // RegisterGameServer API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Creates a new game server resource and notifies GameLift FleetIQ that the // game server is ready to host gameplay and players. This operation is called // by a game server process that is running on an instance in a game server // group. Registering game servers enables GameLift FleetIQ to track available // game servers and enables game clients and services to claim a game server // for a new game session. // // To register a game server, identify the game server group and instance where // the game server is running, and provide a unique identifier for the game // server. You can also include connection and game server data. When a game // client or service requests a game server by calling ClaimGameServer, this // information is returned in the response. // // Once a game server is successfully registered, it is put in status AVAILABLE. // A request to register a game server may fail if the instance it is running // on is in the process of shutting down as part of instance balancing or scale-down // activity. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 RegisterGameServer for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * 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. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer func (c *GameLift) RegisterGameServer(input *RegisterGameServerInput) (*RegisterGameServerOutput, error) { req, out := c.RegisterGameServerRequest(input) return out, req.Send() } // RegisterGameServerWithContext is the same as RegisterGameServer with the addition of // the ability to pass a context and additional request options. // // See RegisterGameServer 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 (c *GameLift) RegisterGameServerWithContext(ctx aws.Context, input *RegisterGameServerInput, opts ...request.Option) (*RegisterGameServerOutput, error) { req, out := c.RegisterGameServerRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opRequestUploadCredentials = "RequestUploadCredentials" // RequestUploadCredentialsRequest generates a "aws/request.Request" representing the // client's request for the RequestUploadCredentials operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See RequestUploadCredentials for more information on using the RequestUploadCredentials // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the RequestUploadCredentialsRequest method. // req, resp := client.RequestUploadCredentialsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput) { op := &request.Operation{ Name: opRequestUploadCredentials, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &RequestUploadCredentialsInput{} } output = &RequestUploadCredentialsOutput{} req = c.newRequest(op, input, output) return } // RequestUploadCredentials API operation for Amazon GameLift. // // Retrieves a fresh set of credentials for use when uploading a new set of // game build files to Amazon GameLift's Amazon S3. This is done as part of // the build creation process; see CreateBuild. // // To request new credentials, specify the build ID as returned with an initial // CreateBuild request. If successful, a new set of credentials are returned, // along with the S3 storage location associated with the build ID. // // Learn more // // Create a Build with Files in S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) // // Related actions // // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error) { req, out := c.RequestUploadCredentialsRequest(input) return out, req.Send() } // 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 (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error) { req, out := c.RequestUploadCredentialsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opResolveAlias = "ResolveAlias" // ResolveAliasRequest generates a "aws/request.Request" representing the // client's request for the ResolveAlias operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ResolveAlias for more information on using the ResolveAlias // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ResolveAliasRequest method. // req, resp := client.ResolveAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput) { op := &request.Operation{ Name: opResolveAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ResolveAliasInput{} } output = &ResolveAliasOutput{} req = c.newRequest(op, input, output) return } // ResolveAlias API operation for Amazon GameLift. // // Retrieves the fleet ID that an alias is currently pointing to. // // Related actions // // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * 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. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error) { req, out := c.ResolveAliasRequest(input) return out, req.Send() } // 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 (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error) { req, out := c.ResolveAliasRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opResumeGameServerGroup = "ResumeGameServerGroup" // ResumeGameServerGroupRequest generates a "aws/request.Request" representing the // client's request for the ResumeGameServerGroup operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ResumeGameServerGroup for more information on using the ResumeGameServerGroup // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ResumeGameServerGroupRequest method. // req, resp := client.ResumeGameServerGroupRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup func (c *GameLift) ResumeGameServerGroupRequest(input *ResumeGameServerGroupInput) (req *request.Request, output *ResumeGameServerGroupOutput) { op := &request.Operation{ Name: opResumeGameServerGroup, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ResumeGameServerGroupInput{} } output = &ResumeGameServerGroupOutput{} req = c.newRequest(op, input, output) return } // ResumeGameServerGroup API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Reinstates activity on a game server group after it has been suspended. A // game server group might be suspended by theSuspendGameServerGroup operation, // or it might be suspended involuntarily due to a configuration problem. In // the second case, you can manually resume activity on the group once the configuration // problem has been resolved. Refer to the game server group status and status // reason for more information on why group activity is suspended. // // To resume activity, specify a game server group ARN and the type of activity // to be resumed. If successful, a GameServerGroup object is returned showing // that the resumed activity is no longer listed in SuspendedActions. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 ResumeGameServerGroup for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup func (c *GameLift) ResumeGameServerGroup(input *ResumeGameServerGroupInput) (*ResumeGameServerGroupOutput, error) { req, out := c.ResumeGameServerGroupRequest(input) return out, req.Send() } // ResumeGameServerGroupWithContext is the same as ResumeGameServerGroup with the addition of // the ability to pass a context and additional request options. // // See ResumeGameServerGroup 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 (c *GameLift) ResumeGameServerGroupWithContext(ctx aws.Context, input *ResumeGameServerGroupInput, opts ...request.Option) (*ResumeGameServerGroupOutput, error) { req, out := c.ResumeGameServerGroupRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opSearchGameSessions = "SearchGameSessions" // SearchGameSessionsRequest generates a "aws/request.Request" representing the // client's request for the SearchGameSessions operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See SearchGameSessions for more information on using the SearchGameSessions // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the SearchGameSessionsRequest method. // req, resp := client.SearchGameSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput) { op := &request.Operation{ Name: opSearchGameSessions, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ InputTokens: []string{"NextToken"}, OutputTokens: []string{"NextToken"}, LimitToken: "Limit", TruncationToken: "", }, } if input == nil { input = &SearchGameSessionsInput{} } output = &SearchGameSessionsOutput{} req = c.newRequest(op, input, output) return } // SearchGameSessions API operation for Amazon GameLift. // // Retrieves all active game sessions that match a set of search criteria and // sorts them into a specified order. // // When searching for game sessions, you specify exactly where you want to search // and provide a search filter expression, a sort expression, or both. A search // request can search only one fleet, but it can search all of a fleet's locations. // // This operation can be used in the following ways: // // * To search all game sessions that are currently running on all locations // in a fleet, provide a fleet or alias ID. This approach returns game sessions // in the fleet's home Region and all remote locations that fit the search // criteria. // // * To search all game sessions that are currently running on a specific // fleet location, provide a fleet or alias ID and a location name. For location, // you can specify a fleet's home Region or any remote location. // // Use the pagination parameters to retrieve results as a set of sequential // pages. // // If successful, a GameSession object is returned for each game session that // matches the request. Search finds game sessions that are in ACTIVE status // only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. // // You can search or sort by the following game session attributes: // // * gameSessionId -- A unique identifier for the game session. You can use // either a GameSessionId or GameSessionArn value. // // * gameSessionName -- Name assigned to a game session. This value is set // when requesting a new game session with CreateGameSession or updating // with UpdateGameSession. Game session names do not need to be unique to // a game session. // // * gameSessionProperties -- Custom data defined in a game session's GameProperty // parameter. GameProperty values are stored as key:value pairs; the filter // expression must indicate the key and a string to search the data values // for. For example, to search for game sessions with custom data containing // the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode // = "brawl". All custom data values are searched as strings. // // * maximumSessions -- Maximum number of player sessions allowed for a game // session. This value is set when requesting a new game session with CreateGameSession // or updating with UpdateGameSession. // // * creationTimeMillis -- Value indicating when a game session was created. // It is expressed in Unix time as milliseconds. // // * playerSessionCount -- Number of players currently connected to a game // session. This value changes rapidly as players join the session or drop // out. // // * hasAvailablePlayerSessions -- Boolean value indicating whether a game // session has reached its maximum number of players. It is highly recommended // that all search requests include this filter attribute to optimize search // performance and return only sessions that players can join. // // Returned values for playerSessionCount and hasAvailablePlayerSessions change // quickly as players join sessions and others drop out. Results should be considered // a snapshot in time. Be sure to refresh search results often, and handle sessions // that fill up before a player can join. // // Related actions // // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * TerminalRoutingStrategyException // The service is unable to resolve the routing for a particular alias because // it has a terminal RoutingStrategy associated with it. The message returned // in this exception is the message defined in the routing strategy itself. // Such requests should only be retried if the routing strategy for the specified // alias is modified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error) { req, out := c.SearchGameSessionsRequest(input) return out, req.Send() } // 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 (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error) { req, out := c.SearchGameSessionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // SearchGameSessionsPages iterates over the pages of a SearchGameSessions operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // // See SearchGameSessions method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // // // Example iterating over at most 3 pages of a SearchGameSessions operation. // pageNum := 0 // err := client.SearchGameSessionsPages(params, // func(page *gamelift.SearchGameSessionsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // func (c *GameLift) SearchGameSessionsPages(input *SearchGameSessionsInput, fn func(*SearchGameSessionsOutput, bool) bool) error { return c.SearchGameSessionsPagesWithContext(aws.BackgroundContext(), input, fn) } // SearchGameSessionsPagesWithContext same as SearchGameSessionsPages except // it takes a Context and allows setting request options on the pages. // // 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 (c *GameLift) SearchGameSessionsPagesWithContext(ctx aws.Context, input *SearchGameSessionsInput, fn func(*SearchGameSessionsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { var inCpy *SearchGameSessionsInput if input != nil { tmp := *input inCpy = &tmp } req, _ := c.SearchGameSessionsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil }, } for p.Next() { if !fn(p.Page().(*SearchGameSessionsOutput), !p.HasNextPage()) { break } } return p.Err() } const opStartFleetActions = "StartFleetActions" // StartFleetActionsRequest generates a "aws/request.Request" representing the // client's request for the StartFleetActions operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See StartFleetActions for more information on using the StartFleetActions // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the StartFleetActionsRequest method. // req, resp := client.StartFleetActionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions func (c *GameLift) StartFleetActionsRequest(input *StartFleetActionsInput) (req *request.Request, output *StartFleetActionsOutput) { op := &request.Operation{ Name: opStartFleetActions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &StartFleetActionsInput{} } output = &StartFleetActionsOutput{} req = c.newRequest(op, input, output) return } // StartFleetActions API operation for Amazon GameLift. // // Resumes certain types of activity on fleet instances that were suspended // with StopFleetActions. For multi-location fleets, fleet actions are managed // separately for each location. Currently, this operation is used to restart // a fleet's auto-scaling activity. // // This operation can be used in the following ways: // // * To restart actions on instances in the fleet's home Region, provide // a fleet ID and the type of actions to resume. // // * To restart actions on instances in one of the fleet's remote locations, // provide a fleet ID, a location name, and the type of actions to resume. // // If successful, GameLift once again initiates scaling events as triggered // by the fleet's scaling policies. If actions on the fleet location were never // stopped, this operation will have no effect. You can view a fleet's stopped // actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits // | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes // | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation StartFleetActions for usage and error information. // // Returned Error Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions func (c *GameLift) StartFleetActions(input *StartFleetActionsInput) (*StartFleetActionsOutput, error) { req, out := c.StartFleetActionsRequest(input) return out, req.Send() } // StartFleetActionsWithContext is the same as StartFleetActions with the addition of // the ability to pass a context and additional request options. // // See StartFleetActions for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) StartFleetActionsWithContext(ctx aws.Context, input *StartFleetActionsInput, opts ...request.Option) (*StartFleetActionsOutput, error) { req, out := c.StartFleetActionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opStartGameSessionPlacement = "StartGameSessionPlacement" // StartGameSessionPlacementRequest generates a "aws/request.Request" representing the // client's request for the StartGameSessionPlacement operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See StartGameSessionPlacement for more information on using the StartGameSessionPlacement // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the StartGameSessionPlacementRequest method. // req, resp := client.StartGameSessionPlacementRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput) { op := &request.Operation{ Name: opStartGameSessionPlacement, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &StartGameSessionPlacementInput{} } output = &StartGameSessionPlacementOutput{} req = c.newRequest(op, input, output) return } // 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 player data and a unique player ID for each player // that you are joining to the new game session (player data is optional, // but if you include it, you must also provide a unique ID for each player) // // * 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. // // Related actions // // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error) { req, out := c.StartGameSessionPlacementRequest(input) return out, req.Send() } // 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 (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error) { req, out := c.StartGameSessionPlacementRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opStartMatchBackfill = "StartMatchBackfill" // StartMatchBackfillRequest generates a "aws/request.Request" representing the // client's request for the StartMatchBackfill operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See StartMatchBackfill for more information on using the StartMatchBackfill // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the StartMatchBackfillRequest method. // req, resp := client.StartMatchBackfillRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill func (c *GameLift) StartMatchBackfillRequest(input *StartMatchBackfillInput) (req *request.Request, output *StartMatchBackfillOutput) { op := &request.Operation{ Name: opStartMatchBackfill, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &StartMatchBackfillInput{} } output = &StartMatchBackfillOutput{} req = c.newRequest(op, input, output) return } // StartMatchBackfill API operation for Amazon GameLift. // // Finds new players to fill open slots in currently running game sessions. // The backfill match process is essentially identical to the process of forming // new matches. Backfill requests use the same matchmaker that was used to make // the original match, and they provide matchmaking data for all players currently // in the game session. FlexMatch uses this information to select new players // so that backfilled match continues to meet the original match requirements. // // When using FlexMatch with GameLift managed hosting, you can request a backfill // match from a client service by calling this operation with a GameSession // identifier. You also have the option of making backfill requests directly // from your game server. In response to a request, FlexMatch creates player // sessions for the new players, updates the GameSession resource, and sends // updated matchmaking data to the game server. You can request a backfill match // at any point after a game session is started. Each game session can have // only one active backfill request at a time; a subsequent request automatically // replaces the earlier request. // // When using FlexMatch as a standalone component, request a backfill match // by calling this operation without a game session identifier. As with newly // formed matches, matchmaking results are returned in a matchmaking event so // that your game can update the game session that is being backfilled. // // To request a backfill match, specify a unique ticket ID, the original matchmaking // configuration, and matchmaking data for all current players in the game session // being backfilled. Optionally, specify the GameSession ARN. If successful, // a match backfill ticket is created and returned with status set to QUEUED. // Track the status of backfill tickets using the same method for tracking tickets // for new matches. // // Learn more // // Backfill existing games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html) // // Matchmaking events (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html) // (reference) // // How GameLift FlexMatch works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) // // Related actions // // StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | // StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation StartMatchBackfill for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill func (c *GameLift) StartMatchBackfill(input *StartMatchBackfillInput) (*StartMatchBackfillOutput, error) { req, out := c.StartMatchBackfillRequest(input) return out, req.Send() } // StartMatchBackfillWithContext is the same as StartMatchBackfill with the addition of // the ability to pass a context and additional request options. // // See StartMatchBackfill for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) StartMatchBackfillWithContext(ctx aws.Context, input *StartMatchBackfillInput, opts ...request.Option) (*StartMatchBackfillOutput, error) { req, out := c.StartMatchBackfillRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opStartMatchmaking = "StartMatchmaking" // StartMatchmakingRequest generates a "aws/request.Request" representing the // client's request for the StartMatchmaking operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See StartMatchmaking for more information on using the StartMatchmaking // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the StartMatchmakingRequest method. // req, resp := client.StartMatchmakingRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *request.Request, output *StartMatchmakingOutput) { op := &request.Operation{ Name: opStartMatchmaking, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &StartMatchmakingInput{} } output = &StartMatchmakingOutput{} req = c.newRequest(op, input, output) return } // StartMatchmaking API operation for Amazon GameLift. // // Uses FlexMatch to create a game match for a group of players based on custom // matchmaking rules. With games that use GameLift managed hosting, this operation // also triggers GameLift to find hosting resources and start a new game session // for the new match. Each matchmaking request includes information on one or // more players and specifies the FlexMatch matchmaker to use. When a request // is for multiple players, FlexMatch attempts to build a match that includes // all players in the request, placing them in the same team and finding additional // players as needed to fill the match. // // To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, // and include the players to be matched. You must also include any player attributes // that are required by the matchmaking configuration's rule set. If successful, // a matchmaking ticket is returned with status set to QUEUED. // // Track matchmaking events to respond as needed and acquire game session connection // information for successfully completed matches. Ticket status updates are // tracked using event notification through Amazon Simple Notification Service // (SNS), which is defined in the matchmaking configuration. // // Learn more // // Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) // // Set Up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) // // How GameLift FlexMatch works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) // // Related actions // // StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | // StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation StartMatchmaking for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error) { req, out := c.StartMatchmakingRequest(input) return out, req.Send() } // StartMatchmakingWithContext is the same as StartMatchmaking with the addition of // the ability to pass a context and additional request options. // // See StartMatchmaking for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) StartMatchmakingWithContext(ctx aws.Context, input *StartMatchmakingInput, opts ...request.Option) (*StartMatchmakingOutput, error) { req, out := c.StartMatchmakingRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opStopFleetActions = "StopFleetActions" // StopFleetActionsRequest generates a "aws/request.Request" representing the // client's request for the StopFleetActions operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See StopFleetActions for more information on using the StopFleetActions // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the StopFleetActionsRequest method. // req, resp := client.StopFleetActionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions func (c *GameLift) StopFleetActionsRequest(input *StopFleetActionsInput) (req *request.Request, output *StopFleetActionsOutput) { op := &request.Operation{ Name: opStopFleetActions, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &StopFleetActionsInput{} } output = &StopFleetActionsOutput{} req = c.newRequest(op, input, output) return } // StopFleetActions API operation for Amazon GameLift. // // Suspends certain types of activity in a fleet location. Currently, this operation // is used to stop auto-scaling activity. For multi-location fleets, fleet actions // are managed separately for each location. // // Stopping fleet actions has several potential purposes. It allows you to temporarily // stop auto-scaling activity but retain your scaling policies for use in the // future. For multi-location fleets, you can set up fleet-wide auto-scaling, // and then opt out of it for certain locations. // // This operation can be used in the following ways: // // * To stop actions on instances in the fleet's home Region, provide a fleet // ID and the type of actions to suspend. // // * To stop actions on instances in one of the fleet's remote locations, // provide a fleet ID, a location name, and the type of actions to suspend. // // If successful, GameLift no longer initiates scaling events except in response // to manual changes using UpdateFleetCapacity. You can view a fleet's stopped // actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. // Suspended activity can be restarted using StartFleetActions. // // Learn more // // Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits // | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes // | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation StopFleetActions for usage and error information. // // Returned Error Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions func (c *GameLift) StopFleetActions(input *StopFleetActionsInput) (*StopFleetActionsOutput, error) { req, out := c.StopFleetActionsRequest(input) return out, req.Send() } // StopFleetActionsWithContext is the same as StopFleetActions with the addition of // the ability to pass a context and additional request options. // // See StopFleetActions for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) StopFleetActionsWithContext(ctx aws.Context, input *StopFleetActionsInput, opts ...request.Option) (*StopFleetActionsOutput, error) { req, out := c.StopFleetActionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opStopGameSessionPlacement = "StopGameSessionPlacement" // StopGameSessionPlacementRequest generates a "aws/request.Request" representing the // client's request for the StopGameSessionPlacement operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See StopGameSessionPlacement for more information on using the StopGameSessionPlacement // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the StopGameSessionPlacementRequest method. // req, resp := client.StopGameSessionPlacementRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput) { op := &request.Operation{ Name: opStopGameSessionPlacement, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &StopGameSessionPlacementInput{} } output = &StopGameSessionPlacementOutput{} req = c.newRequest(op, input, output) return } // 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. // // Related actions // // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error) { req, out := c.StopGameSessionPlacementRequest(input) return out, req.Send() } // 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 (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error) { req, out := c.StopGameSessionPlacementRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opStopMatchmaking = "StopMatchmaking" // StopMatchmakingRequest generates a "aws/request.Request" representing the // client's request for the StopMatchmaking operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See StopMatchmaking for more information on using the StopMatchmaking // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the StopMatchmakingRequest method. // req, resp := client.StopMatchmakingRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *request.Request, output *StopMatchmakingOutput) { op := &request.Operation{ Name: opStopMatchmaking, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &StopMatchmakingInput{} } output = &StopMatchmakingOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // StopMatchmaking API operation for Amazon GameLift. // // Cancels a matchmaking ticket or match backfill ticket that is currently being // processed. To stop the matchmaking operation, specify the ticket ID. If successful, // work on the ticket is stopped, and the ticket status is changed to CANCELLED. // // This call is also used to turn off automatic backfill for an individual game // session. This is for game sessions that are created with a matchmaking configuration // that has automatic backfill enabled. The ticket ID is included in the MatchmakerData // of an updated game session object, which is provided to the game server. // // If the operation is successful, the service sends back an empty JSON struct // with the HTTP 200 response (not an empty HTTP body). // // Learn more // // Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) // // Related actions // // StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | // StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation StopMatchmaking for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error) { req, out := c.StopMatchmakingRequest(input) return out, req.Send() } // StopMatchmakingWithContext is the same as StopMatchmaking with the addition of // the ability to pass a context and additional request options. // // See StopMatchmaking for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchmakingInput, opts ...request.Option) (*StopMatchmakingOutput, error) { req, out := c.StopMatchmakingRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opSuspendGameServerGroup = "SuspendGameServerGroup" // SuspendGameServerGroupRequest generates a "aws/request.Request" representing the // client's request for the SuspendGameServerGroup operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See SuspendGameServerGroup for more information on using the SuspendGameServerGroup // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the SuspendGameServerGroupRequest method. // req, resp := client.SuspendGameServerGroupRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup func (c *GameLift) SuspendGameServerGroupRequest(input *SuspendGameServerGroupInput) (req *request.Request, output *SuspendGameServerGroupOutput) { op := &request.Operation{ Name: opSuspendGameServerGroup, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &SuspendGameServerGroupInput{} } output = &SuspendGameServerGroupOutput{} req = c.newRequest(op, input, output) return } // SuspendGameServerGroup API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Temporarily stops activity on a game server group without terminating instances // or the game server group. You can restart activity by calling ResumeGameServerGroup. // You can suspend the following activity: // // * Instance type replacement - This activity evaluates the current game // hosting viability of all Spot instance types that are defined for the // game server group. It updates the Auto Scaling group to remove nonviable // Spot Instance types, which have a higher chance of game server interruptions. // It then balances capacity across the remaining viable Spot Instance types. // When this activity is suspended, the Auto Scaling group continues with // its current balance, regardless of viability. Instance protection, utilization // metrics, and capacity scaling activities continue to be active. // // To suspend activity, specify a game server group ARN and the type of activity // to be suspended. If successful, a GameServerGroup object is returned showing // that the activity is listed in SuspendedActions. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 SuspendGameServerGroup for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup func (c *GameLift) SuspendGameServerGroup(input *SuspendGameServerGroupInput) (*SuspendGameServerGroupOutput, error) { req, out := c.SuspendGameServerGroupRequest(input) return out, req.Send() } // SuspendGameServerGroupWithContext is the same as SuspendGameServerGroup with the addition of // the ability to pass a context and additional request options. // // See SuspendGameServerGroup 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 (c *GameLift) SuspendGameServerGroupWithContext(ctx aws.Context, input *SuspendGameServerGroupInput, opts ...request.Option) (*SuspendGameServerGroupOutput, error) { req, out := c.SuspendGameServerGroupRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opTagResource = "TagResource" // TagResourceRequest generates a "aws/request.Request" representing the // client's request for the TagResource operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See TagResource for more information on using the TagResource // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the TagResourceRequest method. // req, resp := client.TagResourceRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource func (c *GameLift) TagResourceRequest(input *TagResourceInput) (req *request.Request, output *TagResourceOutput) { op := &request.Operation{ Name: opTagResource, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &TagResourceInput{} } output = &TagResourceOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // TagResource API operation for Amazon GameLift. // // Assigns a tag to a GameLift resource. AWS resource tags provide an additional // management tool set. You can use tags to organize resources, create IAM permissions // policies to manage access to groups of resources, customize AWS cost breakdowns, // etc. This operation handles the permissions necessary to manage tags for // the following GameLift resource types: // // * Build // // * Script // // * Fleet // // * Alias // // * GameSessionQueue // // * MatchmakingConfiguration // // * MatchmakingRuleSet // // To add a tag to a resource, specify the unique ARN value for the resource // and provide a tag list containing one or more tags. The operation succeeds // even if the list includes tags that are already assigned to the specified // resource. // // Learn more // // Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference // // AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) // // Related actions // // TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 TagResource for usage and error information. // // Returned Error Types: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource func (c *GameLift) TagResource(input *TagResourceInput) (*TagResourceOutput, error) { req, out := c.TagResourceRequest(input) return out, req.Send() } // TagResourceWithContext is the same as TagResource with the addition of // the ability to pass a context and additional request options. // // See TagResource 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 (c *GameLift) TagResourceWithContext(ctx aws.Context, input *TagResourceInput, opts ...request.Option) (*TagResourceOutput, error) { req, out := c.TagResourceRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUntagResource = "UntagResource" // UntagResourceRequest generates a "aws/request.Request" representing the // client's request for the UntagResource operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UntagResource for more information on using the UntagResource // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UntagResourceRequest method. // req, resp := client.UntagResourceRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource func (c *GameLift) UntagResourceRequest(input *UntagResourceInput) (req *request.Request, output *UntagResourceOutput) { op := &request.Operation{ Name: opUntagResource, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UntagResourceInput{} } output = &UntagResourceOutput{} req = c.newRequest(op, input, output) req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // UntagResource API operation for Amazon GameLift. // // Removes a tag that is assigned to a GameLift resource. Resource tags are // used to organize AWS resources for a range of purposes. This operation handles // the permissions necessary to manage tags for the following GameLift resource // types: // // * Build // // * Script // // * Fleet // // * Alias // // * GameSessionQueue // // * MatchmakingConfiguration // // * MatchmakingRuleSet // // To remove a tag from a resource, specify the unique ARN value for the resource // and provide a string list containing one or more tags to be removed. This // operation succeeds even if the list includes tags that are not currently // assigned to the specified resource. // // Learn more // // Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference // // AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) // // Related actions // // TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 UntagResource for usage and error information. // // Returned Error Types: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * TaggingFailedException // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource func (c *GameLift) UntagResource(input *UntagResourceInput) (*UntagResourceOutput, error) { req, out := c.UntagResourceRequest(input) return out, req.Send() } // UntagResourceWithContext is the same as UntagResource with the addition of // the ability to pass a context and additional request options. // // See UntagResource 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 (c *GameLift) UntagResourceWithContext(ctx aws.Context, input *UntagResourceInput, opts ...request.Option) (*UntagResourceOutput, error) { req, out := c.UntagResourceRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateAlias = "UpdateAlias" // UpdateAliasRequest generates a "aws/request.Request" representing the // client's request for the UpdateAlias operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateAlias for more information on using the UpdateAlias // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateAliasRequest method. // req, resp := client.UpdateAliasRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput) { op := &request.Operation{ Name: opUpdateAlias, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateAliasInput{} } output = &UpdateAliasOutput{} req = c.newRequest(op, input, output) return } // UpdateAlias API operation for Amazon GameLift. // // Updates properties for an alias. To update properties, specify the alias // ID to be updated and provide the information to be changed. To reassign an // alias to another fleet, provide an updated routing strategy. If successful, // the updated alias record is returned. // // Related actions // // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error) { req, out := c.UpdateAliasRequest(input) return out, req.Send() } // 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 (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error) { req, out := c.UpdateAliasRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateBuild = "UpdateBuild" // UpdateBuildRequest generates a "aws/request.Request" representing the // client's request for the UpdateBuild operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateBuild for more information on using the UpdateBuild // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateBuildRequest method. // req, resp := client.UpdateBuildRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput) { op := &request.Operation{ Name: opUpdateBuild, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateBuildInput{} } output = &UpdateBuildOutput{} req = c.newRequest(op, input, output) return } // UpdateBuild API operation for Amazon GameLift. // // Updates metadata in a build resource, 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. // // Learn more // // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // // Related actions // // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error) { req, out := c.UpdateBuildRequest(input) return out, req.Send() } // 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 (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error) { req, out := c.UpdateBuildRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateFleetAttributes = "UpdateFleetAttributes" // UpdateFleetAttributesRequest generates a "aws/request.Request" representing the // client's request for the UpdateFleetAttributes operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateFleetAttributes for more information on using the UpdateFleetAttributes // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateFleetAttributesRequest method. // req, resp := client.UpdateFleetAttributesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput) { op := &request.Operation{ Name: opUpdateFleetAttributes, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateFleetAttributesInput{} } output = &UpdateFleetAttributesOutput{} req = c.newRequest(op, input, output) return } // UpdateFleetAttributes API operation for Amazon GameLift. // // Updates a fleet's mutable attributes, including game session protection and // resource creation limits. // // To update fleet attributes, specify the fleet ID and the property values // that you want to change. // // If successful, an updated FleetAttributes object is returned. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings // | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy // | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by // task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * 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. // // * 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. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error) { req, out := c.UpdateFleetAttributesRequest(input) return out, req.Send() } // 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 (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error) { req, out := c.UpdateFleetAttributesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateFleetCapacity = "UpdateFleetCapacity" // UpdateFleetCapacityRequest generates a "aws/request.Request" representing the // client's request for the UpdateFleetCapacity operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateFleetCapacity for more information on using the UpdateFleetCapacity // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateFleetCapacityRequest method. // req, resp := client.UpdateFleetCapacityRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput) { op := &request.Operation{ Name: opUpdateFleetCapacity, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateFleetCapacityInput{} } output = &UpdateFleetCapacityOutput{} req = c.newRequest(op, input, output) return } // UpdateFleetCapacity API operation for Amazon GameLift. // // Updates capacity settings for a fleet. For fleets with multiple locations, // use this operation to manage capacity settings in each location individually. // Fleet capacity determines the number of game sessions and players that can // be hosted based on the fleet configuration. Use this operation to set the // following fleet capacity properties: // // * Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot // set the fleet's capacity to a value outside of this range, whether the // capacity is changed manually or through automatic scaling. // // * Desired capacity: Manually set the number of EC2 instances to be maintained // in a fleet location. Before changing a fleet's desired capacity, you may // want to call DescribeEC2InstanceLimits to get the maximum capacity of // the fleet's EC2 instance type. Alternatively, consider using automatic // scaling to adjust capacity based on player demand. // // This operation can be used in the following ways: // // * To update capacity for a fleet's home Region, or if the fleet has no // remote locations, omit the Location parameter. The fleet must be in ACTIVE // status. // // * To update capacity for a fleet's remote location, include the Location // parameter set to the location to be updated. The location must be in ACTIVE // status. // // If successful, capacity settings are updated immediately. In response a change // in desired capacity, GameLift initiates steps to start new instances or terminate // existing instances in the requested fleet location. This continues until // the location's active instance count matches the new desired instance count. // You can track a fleet's current capacity by calling DescribeFleetCapacity // or DescribeFleetLocationCapacity. If the requested desired instance count // is higher than the instance type's limit, the LimitExceeded exception occurs. // // Learn more // // Scaling fleet capacity (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-manage-capacity.html) // // Related actions // // CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings // | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy // | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by // task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * 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. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * 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. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error) { req, out := c.UpdateFleetCapacityRequest(input) return out, req.Send() } // 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 (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error) { req, out := c.UpdateFleetCapacityRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateFleetPortSettings = "UpdateFleetPortSettings" // UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the // client's request for the UpdateFleetPortSettings operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateFleetPortSettings for more information on using the UpdateFleetPortSettings // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateFleetPortSettingsRequest method. // req, resp := client.UpdateFleetPortSettingsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput) { op := &request.Operation{ Name: opUpdateFleetPortSettings, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateFleetPortSettingsInput{} } output = &UpdateFleetPortSettingsOutput{} req = c.newRequest(op, input, output) return } // UpdateFleetPortSettings API operation for Amazon GameLift. // // Updates permissions that allow inbound traffic to connect to game sessions // that are being hosted on instances in the fleet. // // To update settings, specify the fleet ID to be updated and specify the changes // to be made. 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. For fleets // with remote locations, port setting updates can take time to propagate across // all locations. You can check the status of updates in each location by calling // DescribeFleetPortSettings with a location name. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings // | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy // | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by // task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * 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. // // * 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. // // * LimitExceededException // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error) { req, out := c.UpdateFleetPortSettingsRequest(input) return out, req.Send() } // 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 (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error) { req, out := c.UpdateFleetPortSettingsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateGameServer = "UpdateGameServer" // UpdateGameServerRequest generates a "aws/request.Request" representing the // client's request for the UpdateGameServer operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateGameServer for more information on using the UpdateGameServer // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateGameServerRequest method. // req, resp := client.UpdateGameServerRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer func (c *GameLift) UpdateGameServerRequest(input *UpdateGameServerInput) (req *request.Request, output *UpdateGameServerOutput) { op := &request.Operation{ Name: opUpdateGameServer, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateGameServerInput{} } output = &UpdateGameServerOutput{} req = c.newRequest(op, input, output) return } // UpdateGameServer API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Updates information about a registered game server to help GameLift FleetIQ // to track game server availability. This operation is called by a game server // process that is running on an instance in a game server group. // // Use this operation to update the following types of game server information. // You can make all three types of updates in the same request: // // * To update the game server's utilization status, identify the game server // and game server group and specify the current utilization status. Use // this status to identify when game servers are currently hosting games // and when they are available to be claimed. // // * To report health status, identify the game server and game server group // and set health check to HEALTHY. If a game server does not report health // status for a certain length of time, the game server is no longer considered // healthy. As a result, it will be eventually deregistered from the game // server group to avoid affecting utilization metrics. The best practice // is to report health every 60 seconds. // // * To change game server metadata, provide updated game server data. // // Once a game server is successfully updated, the relevant statuses and timestamps // are updated. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 UpdateGameServer for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer func (c *GameLift) UpdateGameServer(input *UpdateGameServerInput) (*UpdateGameServerOutput, error) { req, out := c.UpdateGameServerRequest(input) return out, req.Send() } // UpdateGameServerWithContext is the same as UpdateGameServer with the addition of // the ability to pass a context and additional request options. // // See UpdateGameServer 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 (c *GameLift) UpdateGameServerWithContext(ctx aws.Context, input *UpdateGameServerInput, opts ...request.Option) (*UpdateGameServerOutput, error) { req, out := c.UpdateGameServerRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateGameServerGroup = "UpdateGameServerGroup" // UpdateGameServerGroupRequest generates a "aws/request.Request" representing the // client's request for the UpdateGameServerGroup operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateGameServerGroup for more information on using the UpdateGameServerGroup // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateGameServerGroupRequest method. // req, resp := client.UpdateGameServerGroupRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup func (c *GameLift) UpdateGameServerGroupRequest(input *UpdateGameServerGroupInput) (req *request.Request, output *UpdateGameServerGroupOutput) { op := &request.Operation{ Name: opUpdateGameServerGroup, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateGameServerGroupInput{} } output = &UpdateGameServerGroupOutput{} req = c.newRequest(op, input, output) return } // UpdateGameServerGroup API operation for Amazon GameLift. // // This operation is used with the GameLift FleetIQ solution and game server // groups. // // Updates GameLift FleetIQ-specific properties for a game server group. Many // Auto Scaling group properties are updated on the Auto Scaling group directly, // including the launch template, Auto Scaling policies, and maximum/minimum/desired // instance counts. // // To update the game server group, specify the game server group ID and provide // the updated values. Before applying the updates, the new values are validated // to ensure that GameLift FleetIQ can continue to perform instance balancing // activity. If successful, a GameServerGroup object is returned. // // Learn more // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // // Related actions // // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // 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 UpdateGameServerGroup for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup func (c *GameLift) UpdateGameServerGroup(input *UpdateGameServerGroupInput) (*UpdateGameServerGroupOutput, error) { req, out := c.UpdateGameServerGroupRequest(input) return out, req.Send() } // UpdateGameServerGroupWithContext is the same as UpdateGameServerGroup with the addition of // the ability to pass a context and additional request options. // // See UpdateGameServerGroup 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 (c *GameLift) UpdateGameServerGroupWithContext(ctx aws.Context, input *UpdateGameServerGroupInput, opts ...request.Option) (*UpdateGameServerGroupOutput, error) { req, out := c.UpdateGameServerGroupRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateGameSession = "UpdateGameSession" // UpdateGameSessionRequest generates a "aws/request.Request" representing the // client's request for the UpdateGameSession operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateGameSession for more information on using the UpdateGameSession // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateGameSessionRequest method. // req, resp := client.UpdateGameSessionRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput) { op := &request.Operation{ Name: opUpdateGameSession, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateGameSessionInput{} } output = &UpdateGameSessionOutput{} req = c.newRequest(op, input, output) return } // UpdateGameSession API operation for Amazon GameLift. // // Updates the mutable properties of a game session. // // To update a game session, specify the game session ID and the values you // want to change. // // If successful, the updated GameSession object is returned. // // Related actions // // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * 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. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * 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. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error) { req, out := c.UpdateGameSessionRequest(input) return out, req.Send() } // 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 (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error) { req, out := c.UpdateGameSessionRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateGameSessionQueue = "UpdateGameSessionQueue" // UpdateGameSessionQueueRequest generates a "aws/request.Request" representing the // client's request for the UpdateGameSessionQueue operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateGameSessionQueue for more information on using the UpdateGameSessionQueue // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateGameSessionQueueRequest method. // req, resp := client.UpdateGameSessionQueueRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput) { op := &request.Operation{ Name: opUpdateGameSessionQueue, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateGameSessionQueueInput{} } output = &UpdateGameSessionQueueOutput{} req = c.newRequest(op, input, output) return } // UpdateGameSessionQueue API operation for Amazon GameLift. // // Updates the configuration of a game session queue, which determines how the // queue processes new game session requests. To update settings, specify the // queue name to be updated and provide the new settings. When updating destinations, // provide a complete list of destinations. // // Learn more // // Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) // // Related actions // // CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue // | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error) { req, out := c.UpdateGameSessionQueueRequest(input) return out, req.Send() } // 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 (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error) { req, out := c.UpdateGameSessionQueueRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateMatchmakingConfiguration = "UpdateMatchmakingConfiguration" // UpdateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the // client's request for the UpdateMatchmakingConfiguration operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateMatchmakingConfiguration for more information on using the UpdateMatchmakingConfiguration // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateMatchmakingConfigurationRequest method. // req, resp := client.UpdateMatchmakingConfigurationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) (req *request.Request, output *UpdateMatchmakingConfigurationOutput) { op := &request.Operation{ Name: opUpdateMatchmakingConfiguration, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateMatchmakingConfigurationInput{} } output = &UpdateMatchmakingConfigurationOutput{} req = c.newRequest(op, input, output) return } // UpdateMatchmakingConfiguration API operation for Amazon GameLift. // // Updates settings for a FlexMatch matchmaking configuration. These changes // affect all matches and game sessions that are created after the update. To // update settings, specify the configuration name to be updated and provide // the new settings. // // Learn more // // Design a FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) // // Related actions // // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation UpdateMatchmakingConfiguration for usage and error information. // // Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error) { req, out := c.UpdateMatchmakingConfigurationRequest(input) return out, req.Send() } // UpdateMatchmakingConfigurationWithContext is the same as UpdateMatchmakingConfiguration with the addition of // the ability to pass a context and additional request options. // // See UpdateMatchmakingConfiguration for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) UpdateMatchmakingConfigurationWithContext(ctx aws.Context, input *UpdateMatchmakingConfigurationInput, opts ...request.Option) (*UpdateMatchmakingConfigurationOutput, error) { req, out := c.UpdateMatchmakingConfigurationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateRuntimeConfiguration = "UpdateRuntimeConfiguration" // UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the // client's request for the UpdateRuntimeConfiguration operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateRuntimeConfiguration for more information on using the UpdateRuntimeConfiguration // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateRuntimeConfigurationRequest method. // req, resp := client.UpdateRuntimeConfigurationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput) { op := &request.Operation{ Name: opUpdateRuntimeConfiguration, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateRuntimeConfigurationInput{} } output = &UpdateRuntimeConfigurationOutput{} req = c.newRequest(op, input, output) return } // UpdateRuntimeConfiguration API operation for Amazon GameLift. // // Updates the current runtime configuration for the specified fleet, which // tells GameLift how to launch server processes on all 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 ACTIVE status. // // To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration // with an updated set of server process configurations. // // If successful, the fleet's runtime configuration settings are updated. Each // instance in the fleet regularly checks for and retrieves updated runtime // configurations. Instances immediately begin complying with the new configuration // by launching new server processes or not replacing existing processes when // they shut down. Updating a fleet's runtime configuration never affects existing // server processes. // // Learn more // // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // // Related actions // // CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings // | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy // | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by // task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * InvalidFleetStatusException // The requested operation would cause a conflict with the current state of // a resource associated with the request and/or the fleet. Resolve the conflict // before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error) { req, out := c.UpdateRuntimeConfigurationRequest(input) return out, req.Send() } // UpdateRuntimeConfigurationWithContext is the same as UpdateRuntimeConfiguration with the addition of // the ability to pass a context and additional request options. // // See UpdateRuntimeConfiguration for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error) { req, out := c.UpdateRuntimeConfigurationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opUpdateScript = "UpdateScript" // UpdateScriptRequest generates a "aws/request.Request" representing the // client's request for the UpdateScript operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See UpdateScript for more information on using the UpdateScript // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the UpdateScriptRequest method. // req, resp := client.UpdateScriptRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript func (c *GameLift) UpdateScriptRequest(input *UpdateScriptInput) (req *request.Request, output *UpdateScriptOutput) { op := &request.Operation{ Name: opUpdateScript, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &UpdateScriptInput{} } output = &UpdateScriptOutput{} req = c.newRequest(op, input, output) return } // UpdateScript API operation for Amazon GameLift. // // Updates Realtime script metadata and content. // // To update script metadata, specify the script ID and provide updated name // and/or version values. // // To update script content, provide an updated zip file by pointing to either // a local file or an Amazon S3 bucket location. You can use either method regardless // of how the original script was uploaded. Use the Version parameter to track // updates to the script. // // If the call is successful, the updated metadata is stored in the script record // and a revised script is uploaded to the Amazon GameLift service. Once the // script is updated and acquired by a fleet instance, the new version is used // for all new game sessions. // // Learn more // // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) // // Related actions // // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // 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 UpdateScript for usage and error information. // // Returned Error Types: // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript func (c *GameLift) UpdateScript(input *UpdateScriptInput) (*UpdateScriptOutput, error) { req, out := c.UpdateScriptRequest(input) return out, req.Send() } // UpdateScriptWithContext is the same as UpdateScript with the addition of // the ability to pass a context and additional request options. // // See UpdateScript 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 (c *GameLift) UpdateScriptWithContext(ctx aws.Context, input *UpdateScriptInput, opts ...request.Option) (*UpdateScriptOutput, error) { req, out := c.UpdateScriptRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } const opValidateMatchmakingRuleSet = "ValidateMatchmakingRuleSet" // ValidateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the // client's request for the ValidateMatchmakingRuleSet operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // // See ValidateMatchmakingRuleSet for more information on using the ValidateMatchmakingRuleSet // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // // // Example sending a request using the ValidateMatchmakingRuleSetRequest method. // req, resp := client.ValidateMatchmakingRuleSetRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) (req *request.Request, output *ValidateMatchmakingRuleSetOutput) { op := &request.Operation{ Name: opValidateMatchmakingRuleSet, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &ValidateMatchmakingRuleSetInput{} } output = &ValidateMatchmakingRuleSetOutput{} req = c.newRequest(op, input, output) return } // ValidateMatchmakingRuleSet API operation for Amazon GameLift. // // Validates the syntax of a matchmaking rule or rule set. This operation checks // that the rule set is using syntactically correct JSON and that it conforms // to allowed property expressions. To validate syntax, provide a rule set JSON // string. // // Learn more // // * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) // // Related actions // // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's // API operation ValidateMatchmakingRuleSet for usage and error information. // // Returned Error Types: // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet func (c *GameLift) ValidateMatchmakingRuleSet(input *ValidateMatchmakingRuleSetInput) (*ValidateMatchmakingRuleSetOutput, error) { req, out := c.ValidateMatchmakingRuleSetRequest(input) return out, req.Send() } // ValidateMatchmakingRuleSetWithContext is the same as ValidateMatchmakingRuleSet with the addition of // the ability to pass a context and additional request options. // // See ValidateMatchmakingRuleSet for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. func (c *GameLift) ValidateMatchmakingRuleSetWithContext(ctx aws.Context, input *ValidateMatchmakingRuleSetInput, opts ...request.Option) (*ValidateMatchmakingRuleSetOutput, error) { req, out := c.ValidateMatchmakingRuleSetRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } // Represents the input for a request operation. type AcceptMatchInput struct { _ struct{} `type:"structure"` // Player response to the proposed match. // // AcceptanceType is a required field AcceptanceType *string `type:"string" required:"true" enum:"AcceptanceType"` // A unique identifier for a player delivering the response. This parameter // can include one or multiple player IDs. // // PlayerIds is a required field PlayerIds []*string `type:"list" required:"true"` // A unique identifier for a matchmaking ticket. The ticket must be in status // REQUIRES_ACCEPTANCE; otherwise this request will fail. // // TicketId is a required field TicketId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s AcceptMatchInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s AcceptMatchInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *AcceptMatchInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "AcceptMatchInput"} if s.AcceptanceType == nil { invalidParams.Add(request.NewErrParamRequired("AcceptanceType")) } if s.PlayerIds == nil { invalidParams.Add(request.NewErrParamRequired("PlayerIds")) } if s.TicketId == nil { invalidParams.Add(request.NewErrParamRequired("TicketId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAcceptanceType sets the AcceptanceType field's value. func (s *AcceptMatchInput) SetAcceptanceType(v string) *AcceptMatchInput { s.AcceptanceType = &v return s } // SetPlayerIds sets the PlayerIds field's value. func (s *AcceptMatchInput) SetPlayerIds(v []*string) *AcceptMatchInput { s.PlayerIds = v return s } // SetTicketId sets the TicketId field's value. func (s *AcceptMatchInput) SetTicketId(v string) *AcceptMatchInput { s.TicketId = &v return s } type AcceptMatchOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s AcceptMatchOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s AcceptMatchOutput) GoString() string { return s.String() } // Properties that describe an alias resource. // // Related actions // // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type Alias struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift alias resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. // In a GameLift alias ARN, the resource ID matches the alias ID value. AliasArn *string `type:"string"` // A unique identifier for the alias. Alias IDs are unique within a Region. AliasId *string `type:"string"` // A 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"` // A human-readable description of an alias. Description *string `type:"string"` // The time that 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"` // A descriptive label that is associated with an alias. Alias names do not // need to be unique. Name *string `min:"1" type:"string"` // The routing configuration, including routing type and fleet target, for the // alias. RoutingStrategy *RoutingStrategy `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Alias) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Alias) GoString() string { return s.String() } // SetAliasArn sets the AliasArn field's value. func (s *Alias) SetAliasArn(v string) *Alias { s.AliasArn = &v return s } // SetAliasId sets the AliasId field's value. func (s *Alias) SetAliasId(v string) *Alias { s.AliasId = &v return s } // SetCreationTime sets the CreationTime field's value. func (s *Alias) SetCreationTime(v time.Time) *Alias { s.CreationTime = &v return s } // SetDescription sets the Description field's value. func (s *Alias) SetDescription(v string) *Alias { s.Description = &v return s } // SetLastUpdatedTime sets the LastUpdatedTime field's value. func (s *Alias) SetLastUpdatedTime(v time.Time) *Alias { s.LastUpdatedTime = &v return s } // SetName sets the Name field's value. func (s *Alias) SetName(v string) *Alias { s.Name = &v return s } // SetRoutingStrategy sets the RoutingStrategy field's value. func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias { s.RoutingStrategy = v return s } // Values for use in Player attribute key-value pairs. This object lets you // specify an attribute value using any of the valid data types: string, number, // string array, or data map. Each AttributeValue object can use only one of // the available properties. type AttributeValue struct { _ struct{} `type:"structure"` // For number values, expressed as double. N *float64 `type:"double"` // For single string values. Maximum string length is 100 characters. S *string `min:"1" type:"string"` // For a map of up to 10 data type:value pairs. Maximum length for each string // value is 100 characters. SDM map[string]*float64 `type:"map"` // For a list of up to 10 strings. Maximum length for each string is 100 characters. // Duplicate values are not recognized; all occurrences of the repeated value // after the first of a repeated value are ignored. SL []*string `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s AttributeValue) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s AttributeValue) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *AttributeValue) Validate() error { invalidParams := request.ErrInvalidParams{Context: "AttributeValue"} if s.S != nil && len(*s.S) < 1 { invalidParams.Add(request.NewErrParamMinLen("S", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetN sets the N field's value. func (s *AttributeValue) SetN(v float64) *AttributeValue { s.N = &v return s } // SetS sets the S field's value. func (s *AttributeValue) SetS(v string) *AttributeValue { s.S = &v return s } // SetSDM sets the SDM field's value. func (s *AttributeValue) SetSDM(v map[string]*float64) *AttributeValue { s.SDM = v return s } // SetSL sets the SL field's value. func (s *AttributeValue) SetSL(v []*string) *AttributeValue { s.SL = v return s } // Temporary access credentials used for uploading game build files to Amazon // GameLift. They are valid for a limited time. If they expire before you upload // your game build, get a new set by calling RequestUploadCredentials. type AwsCredentials struct { _ struct{} `type:"structure" sensitive:"true"` // Temporary key allowing access to the Amazon GameLift S3 account. AccessKeyId *string `min:"1" type:"string"` // Temporary secret key allowing access to the Amazon GameLift S3 account. SecretAccessKey *string `min:"1" type:"string"` // Token used to associate a specific build ID with the files uploaded using // these credentials. SessionToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s AwsCredentials) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s AwsCredentials) GoString() string { return s.String() } // SetAccessKeyId sets the AccessKeyId field's value. func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials { s.AccessKeyId = &v return s } // SetSecretAccessKey sets the SecretAccessKey field's value. func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials { s.SecretAccessKey = &v return s } // SetSessionToken sets the SessionToken field's value. func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials { s.SessionToken = &v return s } // Properties describing a custom game build. // // Related actions // // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type Build struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift build resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. // In a GameLift build ARN, the resource ID matches the BuildId value. BuildArn *string `type:"string"` // A unique identifier for the build. BuildId *string `type:"string"` // A 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"` // A 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 information that is associated with a build or script. Version strings // do not need to be unique. This value can be set using CreateBuild or UpdateBuild. Version *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Build) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Build) GoString() string { return s.String() } // SetBuildArn sets the BuildArn field's value. func (s *Build) SetBuildArn(v string) *Build { s.BuildArn = &v return s } // SetBuildId sets the BuildId field's value. func (s *Build) SetBuildId(v string) *Build { s.BuildId = &v return s } // SetCreationTime sets the CreationTime field's value. func (s *Build) SetCreationTime(v time.Time) *Build { s.CreationTime = &v return s } // SetName sets the Name field's value. func (s *Build) SetName(v string) *Build { s.Name = &v return s } // SetOperatingSystem sets the OperatingSystem field's value. func (s *Build) SetOperatingSystem(v string) *Build { s.OperatingSystem = &v return s } // SetSizeOnDisk sets the SizeOnDisk field's value. func (s *Build) SetSizeOnDisk(v int64) *Build { s.SizeOnDisk = &v return s } // SetStatus sets the Status field's value. func (s *Build) SetStatus(v string) *Build { s.Status = &v return s } // SetVersion sets the Version field's value. func (s *Build) SetVersion(v string) *Build { s.Version = &v return s } // Determines whether a TLS/SSL certificate is generated for a fleet. This feature // must be enabled when creating the fleet. All instances in a fleet share the // same certificate. The certificate can be retrieved by calling the GameLift // Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) // operation GetInstanceCertificate. // // A fleet's certificate configuration is part of FleetAttributes. type CertificateConfiguration struct { _ struct{} `type:"structure"` // Indicates whether a TLS/SSL certificate is generated for a fleet. // // Valid values include: // // * GENERATED - Generate a TLS/SSL certificate for this fleet. // // * DISABLED - (default) Do not generate a TLS/SSL certificate for this // fleet. // // CertificateType is a required field CertificateType *string `type:"string" required:"true" enum:"CertificateType"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CertificateConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CertificateConfiguration) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CertificateConfiguration) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CertificateConfiguration"} if s.CertificateType == nil { invalidParams.Add(request.NewErrParamRequired("CertificateType")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetCertificateType sets the CertificateType field's value. func (s *CertificateConfiguration) SetCertificateType(v string) *CertificateConfiguration { s.CertificateType = &v return s } type ClaimGameServerInput struct { _ struct{} `type:"structure"` // A set of custom game server properties, formatted as a single string value. // This data is passed to a game client or service when it requests information // on game servers using ListGameServers or ClaimGameServer. GameServerData *string `min:"1" type:"string"` // A unique identifier for the game server group where the game server is running. // Use either the GameServerGroup name or ARN value. If you are not specifying // a game server to claim, this value identifies where you want GameLift FleetIQ // to look for an available game server to claim. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // A custom string that uniquely identifies the game server to claim. If this // parameter is left empty, GameLift FleetIQ searches for an available game // server in the specified game server group. GameServerId *string `min:"3" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ClaimGameServerInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ClaimGameServerInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ClaimGameServerInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ClaimGameServerInput"} if s.GameServerData != nil && len(*s.GameServerData) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerData", 1)) } if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.GameServerId != nil && len(*s.GameServerId) < 3 { invalidParams.Add(request.NewErrParamMinLen("GameServerId", 3)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameServerData sets the GameServerData field's value. func (s *ClaimGameServerInput) SetGameServerData(v string) *ClaimGameServerInput { s.GameServerData = &v return s } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *ClaimGameServerInput) SetGameServerGroupName(v string) *ClaimGameServerInput { s.GameServerGroupName = &v return s } // SetGameServerId sets the GameServerId field's value. func (s *ClaimGameServerInput) SetGameServerId(v string) *ClaimGameServerInput { s.GameServerId = &v return s } type ClaimGameServerOutput struct { _ struct{} `type:"structure"` // Object that describes the newly claimed game server. GameServer *GameServer `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ClaimGameServerOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ClaimGameServerOutput) GoString() string { return s.String() } // SetGameServer sets the GameServer field's value. func (s *ClaimGameServerOutput) SetGameServer(v *GameServer) *ClaimGameServerOutput { s.GameServer = v return s } // 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. type ConflictException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ConflictException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ConflictException) GoString() string { return s.String() } func newErrorConflictException(v protocol.ResponseMetadata) error { return &ConflictException{ RespMetadata: v, } } // Code returns the exception type name. func (s *ConflictException) Code() string { return "ConflictException" } // Message returns the exception's message. func (s *ConflictException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *ConflictException) OrigErr() error { return nil } func (s *ConflictException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *ConflictException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *ConflictException) RequestID() string { return s.RespMetadata.RequestID } // Represents the input for a request operation. type CreateAliasInput struct { _ struct{} `type:"structure"` // A human-readable description of the alias. Description *string `min:"1" type:"string"` // A 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"` // The routing configuration, including routing type and fleet target, for the // alias. // // RoutingStrategy is a required field RoutingStrategy *RoutingStrategy `type:"structure" required:"true"` // A list of labels to assign to the new alias resource. Tags are developer-defined // key-value pairs. Tagging AWS resources are useful for resource management, // access management and cost allocation. For more information, see Tagging // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference. Once the resource is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags. The // maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. Tags []*Tag `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateAliasInput"} if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.RoutingStrategy == nil { invalidParams.Add(request.NewErrParamRequired("RoutingStrategy")) } if s.Tags != nil { for i, v := range s.Tags { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDescription sets the Description field's value. func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput { s.Description = &v return s } // SetName sets the Name field's value. func (s *CreateAliasInput) SetName(v string) *CreateAliasInput { s.Name = &v return s } // SetRoutingStrategy sets the RoutingStrategy field's value. func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput { s.RoutingStrategy = v return s } // SetTags sets the Tags field's value. func (s *CreateAliasInput) SetTags(v []*Tag) *CreateAliasInput { s.Tags = v return s } // Represents the returned data in response to a request operation. type CreateAliasOutput struct { _ struct{} `type:"structure"` // The newly created alias resource. Alias *Alias `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateAliasOutput) GoString() string { return s.String() } // SetAlias sets the Alias field's value. func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput { s.Alias = v return s } // Represents the input for a request operation. type CreateBuildInput struct { _ struct{} `type:"structure"` // A 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"` // The operating system that the game server binaries are built to run on. This // value determines the type of fleet resources that you can use for this build. // If your game build contains multiple executables, they all must run on the // same operating system. If an operating system is not specified when creating // a build, Amazon GameLift uses the default value (WINDOWS_2012). This value // cannot be changed later. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Information indicating where your game build files are stored. Use this parameter // only when creating a build with files stored in an Amazon S3 bucket that // you own. The storage location must specify an Amazon S3 bucket name and key. // The location must also specify a role ARN that you set up to allow Amazon // GameLift to access your Amazon S3 bucket. The S3 bucket and your new build // must be in the same Region. StorageLocation *S3Location `type:"structure"` // A list of labels to assign to the new build resource. Tags are developer-defined // key-value pairs. Tagging AWS resources are useful for resource management, // access management and cost allocation. For more information, see Tagging // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference. Once the resource is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags. The // maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. Tags []*Tag `type:"list"` // Version information that is associated with a build or script. Version strings // do not need to be unique. You can use UpdateBuild to change this value later. Version *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateBuildInput"} if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Version != nil && len(*s.Version) < 1 { invalidParams.Add(request.NewErrParamMinLen("Version", 1)) } if s.StorageLocation != nil { if err := s.StorageLocation.Validate(); err != nil { invalidParams.AddNested("StorageLocation", err.(request.ErrInvalidParams)) } } if s.Tags != nil { for i, v := range s.Tags { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetName sets the Name field's value. func (s *CreateBuildInput) SetName(v string) *CreateBuildInput { s.Name = &v return s } // SetOperatingSystem sets the OperatingSystem field's value. func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput { s.OperatingSystem = &v return s } // SetStorageLocation sets the StorageLocation field's value. func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput { s.StorageLocation = v return s } // SetTags sets the Tags field's value. func (s *CreateBuildInput) SetTags(v []*Tag) *CreateBuildInput { s.Tags = v return s } // SetVersion sets the Version field's value. func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput { s.Version = &v return s } // Represents the returned data in response to a request operation. type CreateBuildOutput struct { _ struct{} `type:"structure"` // The newly created build resource, including a unique build IDs and status. Build *Build `type:"structure"` // Amazon S3 location for your game build file, including bucket name and key. StorageLocation *S3Location `type:"structure"` // This element is returned only when the operation is called without a storage // location. It contains credentials to use when you are uploading a build file // to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have // a limited life span. To refresh these credentials, call RequestUploadCredentials. // // UploadCredentials is a sensitive parameter and its value will be // replaced with "sensitive" in string returned by CreateBuildOutput's // String and GoString methods. UploadCredentials *AwsCredentials `type:"structure" sensitive:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateBuildOutput) GoString() string { return s.String() } // SetBuild sets the Build field's value. func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput { s.Build = v return s } // SetStorageLocation sets the StorageLocation field's value. func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput { s.StorageLocation = v return s } // SetUploadCredentials sets the UploadCredentials field's value. func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput { s.UploadCredentials = v return s } // Represents the input for a request operation. type CreateFleetInput struct { _ struct{} `type:"structure"` // The unique identifier for a custom game server build to be deployed on fleet // instances. You can use either the build ID or ARN. The build must be uploaded // to GameLift and in READY status. This fleet property cannot be changed later. BuildId *string `type:"string"` // Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates // are used for encrypting traffic between game clients and the game servers // that are running on GameLift. By default, the CertificateConfiguration is // set to DISABLED. Learn more at Securing Client/Server Communication (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security). // This property cannot be changed after the fleet is created. // // Note: This feature requires the AWS Certificate Manager (ACM) service, which // is not available in all AWS regions. When working in a region that does not // support this feature, a fleet creation request with certificate generation // fails with a 4xx error. CertificateConfiguration *CertificateConfiguration `type:"structure"` // A human-readable description of the fleet. Description *string `min:"1" type:"string"` // The allowed IP address ranges and port settings that allow inbound traffic // to access game sessions on this fleet. If the fleet is hosting a custom game // build, this property must be set before players can connect to game sessions. // For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. EC2InboundPermissions []*IpPermission `type:"list"` // The GameLift-supported EC2 instance type to use for all fleet instances. // Instance type determines the computing resources that will be used to host // your game servers, including CPU, memory, storage, and networking capacity. // See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) // for detailed descriptions of EC2 instance types. // // EC2InstanceType is a required field EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` // Indicates whether to use On-Demand or Spot instances for this fleet. By default, // this property is set to ON_DEMAND. Learn more about when to use On-Demand // versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot). // This property cannot be changed after the fleet is created. FleetType *string `type:"string" enum:"FleetType"` // A unique identifier for an AWS IAM role that manages access to your AWS services. // With an instance role ARN set, any application that runs on an instance in // this fleet can assume the role, including install scripts, server processes, // and daemons (background processes). Create a role or look up a role's ARN // by using the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS // Management Console. Learn more about using on-box credentials for your game // servers at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). // This property cannot be changed after the fleet is created. InstanceRoleArn *string `min:"1" type:"string"` // A set of remote locations to deploy additional instances to and manage as // part of the fleet. This parameter can only be used when creating fleets in // AWS Regions that support multiple locations. You can add any GameLift-supported // AWS Region as a remote location, in the form of an AWS Region code such as // us-west-2. To create a fleet with instances in the home Region only, omit // this parameter. Locations []*LocationConfiguration `min:"1" type:"list"` // This parameter is no longer used. To specify where GameLift should store // log files once a server process shuts down, use the GameLift server API ProcessReady() // and specify one or more directory paths in logParameters. See more information // in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). LogPaths []*string `type:"list"` // The name of an AWS CloudWatch metric group to add this fleet to. A metric // group is used to aggregate the metrics for multiple fleets. You can specify // an existing metric group name or set a new name to create a new metric group. // A fleet can be included in only one metric group at a time. MetricGroups []*string `type:"list"` // A 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"` // The status of termination protection for active game sessions on the fleet. // By default, this property is set to NoProtection. You can also set game session // protection for an individual game session by calling UpdateGameSession. // // * NoProtection - Game sessions can be terminated during active gameplay // as a result of a scale-down event. // // * FullProtection - Game sessions in ACTIVE status cannot be terminated // during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` // Used when peering your GameLift fleet with a VPC, the unique identifier for // the AWS account that owns the VPC. You can find your account ID in the AWS // Management Console under account settings. PeerVpcAwsAccountId *string `min:"1" type:"string"` // A unique identifier for a VPC with resources to be accessed by your GameLift // fleet. The VPC must be in the same Region as your fleet. To look up a VPC // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS // Management Console. Learn more about VPC peering in VPC Peering with GameLift // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` // A policy that limits the number of game sessions that an individual player // can create on instances in this fleet within a specified span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Instructions for how to launch and maintain server processes on instances // in the fleet. The runtime configuration defines one or more server process // configurations, each identifying a build executable or Realtime script file // and the number of processes of that type to run concurrently. // // The RuntimeConfiguration parameter is required unless the fleet is being // configured using the older parameters ServerLaunchPath and ServerLaunchParameters, // which are still supported for backward compatibility. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // The unique identifier for a Realtime configuration script to be deployed // on fleet instances. You can use either the script ID or ARN. Scripts must // be uploaded to GameLift prior to creating the fleet. This fleet property // cannot be changed later. ScriptId *string `type:"string"` // This parameter is no longer used. Specify server launch parameters using // the RuntimeConfiguration parameter. Requests that use this parameter instead // continue to be valid. ServerLaunchParameters *string `min:"1" type:"string"` // This parameter is no longer used. Specify a server launch path using the // RuntimeConfiguration parameter. Requests that use this parameter instead // continue to be valid. ServerLaunchPath *string `min:"1" type:"string"` // A list of labels to assign to the new fleet resource. Tags are developer-defined // key-value pairs. Tagging AWS resources are useful for resource management, // access management and cost allocation. For more information, see Tagging // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference. Once the fleet is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags. The // maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. Tags []*Tag `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateFleetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateFleetInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateFleetInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateFleetInput"} if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.EC2InstanceType == nil { invalidParams.Add(request.NewErrParamRequired("EC2InstanceType")) } if s.InstanceRoleArn != nil && len(*s.InstanceRoleArn) < 1 { invalidParams.Add(request.NewErrParamMinLen("InstanceRoleArn", 1)) } if s.Locations != nil && len(s.Locations) < 1 { invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.PeerVpcAwsAccountId != nil && len(*s.PeerVpcAwsAccountId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PeerVpcAwsAccountId", 1)) } if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1)) } if s.ServerLaunchParameters != nil && len(*s.ServerLaunchParameters) < 1 { invalidParams.Add(request.NewErrParamMinLen("ServerLaunchParameters", 1)) } if s.ServerLaunchPath != nil && len(*s.ServerLaunchPath) < 1 { invalidParams.Add(request.NewErrParamMinLen("ServerLaunchPath", 1)) } if s.CertificateConfiguration != nil { if err := s.CertificateConfiguration.Validate(); err != nil { invalidParams.AddNested("CertificateConfiguration", err.(request.ErrInvalidParams)) } } if s.EC2InboundPermissions != nil { for i, v := range s.EC2InboundPermissions { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "EC2InboundPermissions", i), err.(request.ErrInvalidParams)) } } } if s.Locations != nil { for i, v := range s.Locations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Locations", i), err.(request.ErrInvalidParams)) } } } if s.RuntimeConfiguration != nil { if err := s.RuntimeConfiguration.Validate(); err != nil { invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams)) } } if s.Tags != nil { for i, v := range s.Tags { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput { s.BuildId = &v return s } // SetCertificateConfiguration sets the CertificateConfiguration field's value. func (s *CreateFleetInput) SetCertificateConfiguration(v *CertificateConfiguration) *CreateFleetInput { s.CertificateConfiguration = v return s } // SetDescription sets the Description field's value. func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput { s.Description = &v return s } // SetEC2InboundPermissions sets the EC2InboundPermissions field's value. func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput { s.EC2InboundPermissions = v return s } // SetEC2InstanceType sets the EC2InstanceType field's value. func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput { s.EC2InstanceType = &v return s } // SetFleetType sets the FleetType field's value. func (s *CreateFleetInput) SetFleetType(v string) *CreateFleetInput { s.FleetType = &v return s } // SetInstanceRoleArn sets the InstanceRoleArn field's value. func (s *CreateFleetInput) SetInstanceRoleArn(v string) *CreateFleetInput { s.InstanceRoleArn = &v return s } // SetLocations sets the Locations field's value. func (s *CreateFleetInput) SetLocations(v []*LocationConfiguration) *CreateFleetInput { s.Locations = v return s } // SetLogPaths sets the LogPaths field's value. func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput { s.LogPaths = v return s } // SetMetricGroups sets the MetricGroups field's value. func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput { s.MetricGroups = v return s } // SetName sets the Name field's value. func (s *CreateFleetInput) SetName(v string) *CreateFleetInput { s.Name = &v return s } // SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value. func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput { s.NewGameSessionProtectionPolicy = &v return s } // SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value. func (s *CreateFleetInput) SetPeerVpcAwsAccountId(v string) *CreateFleetInput { s.PeerVpcAwsAccountId = &v return s } // SetPeerVpcId sets the PeerVpcId field's value. func (s *CreateFleetInput) SetPeerVpcId(v string) *CreateFleetInput { s.PeerVpcId = &v return s } // SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value. func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput { s.ResourceCreationLimitPolicy = v return s } // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput { s.RuntimeConfiguration = v return s } // SetScriptId sets the ScriptId field's value. func (s *CreateFleetInput) SetScriptId(v string) *CreateFleetInput { s.ScriptId = &v return s } // SetServerLaunchParameters sets the ServerLaunchParameters field's value. func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput { s.ServerLaunchParameters = &v return s } // SetServerLaunchPath sets the ServerLaunchPath field's value. func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput { s.ServerLaunchPath = &v return s } // SetTags sets the Tags field's value. func (s *CreateFleetInput) SetTags(v []*Tag) *CreateFleetInput { s.Tags = v return s } // Represents the input for a request operation. type CreateFleetLocationsInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to add locations to. You can use either // the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // A list of locations to deploy additional instances to and manage as part // of the fleet. You can add any GameLift-supported AWS Region as a remote location, // in the form of an AWS Region code such as us-west-2. // // Locations is a required field Locations []*LocationConfiguration `min:"1" type:"list" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateFleetLocationsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateFleetLocationsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateFleetLocationsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateFleetLocationsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Locations == nil { invalidParams.Add(request.NewErrParamRequired("Locations")) } if s.Locations != nil && len(s.Locations) < 1 { invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) } if s.Locations != nil { for i, v := range s.Locations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Locations", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *CreateFleetLocationsInput) SetFleetId(v string) *CreateFleetLocationsInput { s.FleetId = &v return s } // SetLocations sets the Locations field's value. func (s *CreateFleetLocationsInput) SetLocations(v []*LocationConfiguration) *CreateFleetLocationsInput { s.Locations = v return s } // Represents the returned data in response to a request operation. type CreateFleetLocationsOutput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet that was updated with new locations. FleetId *string `type:"string"` // The remote locations that are being added to the fleet, and the life-cycle // status of each location. For new locations, the status is set to NEW. During // location creation, GameLift updates each location's status as instances are // deployed there and prepared for game hosting. This list does not include // the fleet home Region or any remote locations that were already added to // the fleet. LocationStates []*LocationState `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateFleetLocationsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateFleetLocationsOutput) GoString() string { return s.String() } // SetFleetArn sets the FleetArn field's value. func (s *CreateFleetLocationsOutput) SetFleetArn(v string) *CreateFleetLocationsOutput { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *CreateFleetLocationsOutput) SetFleetId(v string) *CreateFleetLocationsOutput { s.FleetId = &v return s } // SetLocationStates sets the LocationStates field's value. func (s *CreateFleetLocationsOutput) SetLocationStates(v []*LocationState) *CreateFleetLocationsOutput { s.LocationStates = v return s } // Represents the returned data in response to a request operation. type CreateFleetOutput struct { _ struct{} `type:"structure"` // The properties for the new fleet, including the current status. All fleets // are placed in NEW status on creation. FleetAttributes *FleetAttributes `type:"structure"` // The fleet's locations and life-cycle status of each location. For new fleets, // the status of all locations is set to NEW. During fleet creation, GameLift // updates each location status as instances are deployed there and prepared // for game hosting. This list includes an entry for the fleet's home Region. // For fleets with no remote locations, only one entry, representing the home // Region, is returned. LocationStates []*LocationState `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateFleetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateFleetOutput) GoString() string { return s.String() } // SetFleetAttributes sets the FleetAttributes field's value. func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetOutput { s.FleetAttributes = v return s } // SetLocationStates sets the LocationStates field's value. func (s *CreateFleetOutput) SetLocationStates(v []*LocationState) *CreateFleetOutput { s.LocationStates = v return s } type CreateGameServerGroupInput struct { _ struct{} `type:"structure"` // Configuration settings to define a scaling policy for the Auto Scaling group // that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" // to maintain a buffer of idle game servers that can immediately accommodate // new games and players. After the Auto Scaling group is created, update this // value directly in the Auto Scaling group using the AWS console or APIs. AutoScalingPolicy *GameServerGroupAutoScalingPolicy `type:"structure"` // Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand // Instances in the game server group. Method options include the following: // // * SPOT_ONLY - Only Spot Instances are used in the game server group. If // Spot Instances are unavailable or not viable for game hosting, the game // server group provides no hosting capacity until Spot Instances can again // be used. Until then, no new instances are started, and the existing nonviable // Spot Instances are terminated (after current gameplay ends) and are not // replaced. // // * SPOT_PREFERRED - (default value) Spot Instances are used whenever available // in the game server group. If Spot Instances are unavailable, the game // server group continues to provide hosting capacity by falling back to // On-Demand Instances. Existing nonviable Spot Instances are terminated // (after current gameplay ends) and are replaced with new On-Demand Instances. // // * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server // group. No Spot Instances are used, even when available, while this balancing // strategy is in force. BalancingStrategy *string `type:"string" enum:"BalancingStrategy"` // An identifier for the new game server group. This value is used to generate // unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ // game server group. The name must be unique per Region per AWS account. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // A flag that indicates whether instances in the game server group are protected // from early termination. Unprotected instances that have active game servers // running might be terminated during a scale-down event, causing players to // be dropped from the game. Protected instances cannot be terminated while // there are active game servers running except in the event of a forced game // server group deletion (see ). An exception to this is with Spot Instances, // which can be terminated by AWS regardless of protection status. This property // is set to NO_PROTECTION by default. GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"` // The EC2 instance types and sizes to use in the Auto Scaling group. The instance // definitions must specify at least two different instance types that are supported // by GameLift FleetIQ. For more information on instance types, see EC2 Instance // Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html) // in the Amazon EC2 User Guide. You can optionally specify capacity weighting // for each instance type. If no weight value is specified for an instance type, // it is set to the default value "1". For more information about capacity weighting, // see Instance Weighting for Amazon EC2 Auto Scaling (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html) // in the Amazon EC2 Auto Scaling User Guide. // // InstanceDefinitions is a required field InstanceDefinitions []*InstanceDefinition `min:"2" type:"list" required:"true"` // The EC2 launch template that contains configuration settings and game server // code to be deployed to all instances in the game server group. You can specify // the template using either the template name or ID. For help with creating // a launch template, see Creating a Launch Template for an Auto Scaling Group // (https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html) // in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is // created, update this value directly in the Auto Scaling group using the AWS // console or APIs. // // If you specify network interfaces in your launch template, you must explicitly // set the property AssociatePublicIpAddress to "true". If no network interface // is specified in the launch template, GameLift FleetIQ uses your account's // default VPC. // // LaunchTemplate is a required field LaunchTemplate *LaunchTemplateSpecification `type:"structure" required:"true"` // The maximum number of instances allowed in the EC2 Auto Scaling group. During // automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group // above this maximum. After the Auto Scaling group is created, update this // value directly in the Auto Scaling group using the AWS console or APIs. // // MaxSize is a required field MaxSize *int64 `min:"1" type:"integer" required:"true"` // The minimum number of instances allowed in the EC2 Auto Scaling group. During // automatic scaling events, GameLift FleetIQ and EC2 do not scale down the // group below this minimum. In production, this value should be set to at least // 1. After the Auto Scaling group is created, update this value directly in // the Auto Scaling group using the AWS console or APIs. // // MinSize is a required field MinSize *int64 `type:"integer" required:"true"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling // groups. // // RoleArn is a required field RoleArn *string `min:"1" type:"string" required:"true"` // A list of labels to assign to the new game server group resource. Tags are // developer-defined key-value pairs. Tagging AWS resources is useful for resource // management, access management, and cost allocation. For more information, // see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference. Once the resource is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. // The maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. Tags []*Tag `type:"list"` // A list of virtual private cloud (VPC) subnets to use with instances in the // game server group. By default, all GameLift FleetIQ-supported Availability // Zones are used. You can use this parameter to specify VPCs that you've set // up. This property cannot be updated after the game server group is created, // and the corresponding Auto Scaling group will always use the property value // that is set with this request, even if the Auto Scaling group is updated // directly. VpcSubnets []*string `min:"1" type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameServerGroupInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameServerGroupInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateGameServerGroupInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateGameServerGroupInput"} if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.InstanceDefinitions == nil { invalidParams.Add(request.NewErrParamRequired("InstanceDefinitions")) } if s.InstanceDefinitions != nil && len(s.InstanceDefinitions) < 2 { invalidParams.Add(request.NewErrParamMinLen("InstanceDefinitions", 2)) } if s.LaunchTemplate == nil { invalidParams.Add(request.NewErrParamRequired("LaunchTemplate")) } if s.MaxSize == nil { invalidParams.Add(request.NewErrParamRequired("MaxSize")) } if s.MaxSize != nil && *s.MaxSize < 1 { invalidParams.Add(request.NewErrParamMinValue("MaxSize", 1)) } if s.MinSize == nil { invalidParams.Add(request.NewErrParamRequired("MinSize")) } if s.RoleArn == nil { invalidParams.Add(request.NewErrParamRequired("RoleArn")) } if s.RoleArn != nil && len(*s.RoleArn) < 1 { invalidParams.Add(request.NewErrParamMinLen("RoleArn", 1)) } if s.VpcSubnets != nil && len(s.VpcSubnets) < 1 { invalidParams.Add(request.NewErrParamMinLen("VpcSubnets", 1)) } if s.AutoScalingPolicy != nil { if err := s.AutoScalingPolicy.Validate(); err != nil { invalidParams.AddNested("AutoScalingPolicy", err.(request.ErrInvalidParams)) } } if s.InstanceDefinitions != nil { for i, v := range s.InstanceDefinitions { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InstanceDefinitions", i), err.(request.ErrInvalidParams)) } } } if s.LaunchTemplate != nil { if err := s.LaunchTemplate.Validate(); err != nil { invalidParams.AddNested("LaunchTemplate", err.(request.ErrInvalidParams)) } } if s.Tags != nil { for i, v := range s.Tags { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAutoScalingPolicy sets the AutoScalingPolicy field's value. func (s *CreateGameServerGroupInput) SetAutoScalingPolicy(v *GameServerGroupAutoScalingPolicy) *CreateGameServerGroupInput { s.AutoScalingPolicy = v return s } // SetBalancingStrategy sets the BalancingStrategy field's value. func (s *CreateGameServerGroupInput) SetBalancingStrategy(v string) *CreateGameServerGroupInput { s.BalancingStrategy = &v return s } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *CreateGameServerGroupInput) SetGameServerGroupName(v string) *CreateGameServerGroupInput { s.GameServerGroupName = &v return s } // SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value. func (s *CreateGameServerGroupInput) SetGameServerProtectionPolicy(v string) *CreateGameServerGroupInput { s.GameServerProtectionPolicy = &v return s } // SetInstanceDefinitions sets the InstanceDefinitions field's value. func (s *CreateGameServerGroupInput) SetInstanceDefinitions(v []*InstanceDefinition) *CreateGameServerGroupInput { s.InstanceDefinitions = v return s } // SetLaunchTemplate sets the LaunchTemplate field's value. func (s *CreateGameServerGroupInput) SetLaunchTemplate(v *LaunchTemplateSpecification) *CreateGameServerGroupInput { s.LaunchTemplate = v return s } // SetMaxSize sets the MaxSize field's value. func (s *CreateGameServerGroupInput) SetMaxSize(v int64) *CreateGameServerGroupInput { s.MaxSize = &v return s } // SetMinSize sets the MinSize field's value. func (s *CreateGameServerGroupInput) SetMinSize(v int64) *CreateGameServerGroupInput { s.MinSize = &v return s } // SetRoleArn sets the RoleArn field's value. func (s *CreateGameServerGroupInput) SetRoleArn(v string) *CreateGameServerGroupInput { s.RoleArn = &v return s } // SetTags sets the Tags field's value. func (s *CreateGameServerGroupInput) SetTags(v []*Tag) *CreateGameServerGroupInput { s.Tags = v return s } // SetVpcSubnets sets the VpcSubnets field's value. func (s *CreateGameServerGroupInput) SetVpcSubnets(v []*string) *CreateGameServerGroupInput { s.VpcSubnets = v return s } type CreateGameServerGroupOutput struct { _ struct{} `type:"structure"` // The newly created game server group object, including the new ARN value for // the GameLift FleetIQ game server group and the object's status. The EC2 Auto // Scaling group ARN is initially null, since the group has not yet been created. // This value is added once the game server group status reaches ACTIVE. GameServerGroup *GameServerGroup `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameServerGroupOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameServerGroupOutput) GoString() string { return s.String() } // SetGameServerGroup sets the GameServerGroup field's value. func (s *CreateGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *CreateGameServerGroupOutput { s.GameServerGroup = v return s } // Represents the input for a request operation. type CreateGameSessionInput struct { _ struct{} `type:"structure"` // A unique identifier for the alias associated with the fleet to create a game // session in. You can use either the alias ID or ARN value. Each request must // reference either a fleet ID or alias ID, but not both. AliasId *string `type:"string"` // A unique identifier for a player or entity creating the game session. This // parameter is required when requesting a new game session on a fleet with // a resource creation limit policy. This type of policy limits the number of // concurrent active game sessions that one player can create within a certain // time span. GameLift uses the CreatorId to evaluate the new request against // the policy. CreatorId *string `min:"1" type:"string"` // A unique identifier for the fleet to create a game session in. You can use // either the fleet ID or ARN value. Each request must reference either a fleet // ID or alias ID, but not both. FleetId *string `type:"string"` // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session. GameProperties []*GameProperty `type:"list"` // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session. GameSessionData *string `min:"1" type:"string"` // This parameter is no longer preferred. Please use IdempotencyToken instead. // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included // in the new game session's ID. GameSessionId *string `min:"1" type:"string"` // Custom string that uniquely identifies the new game session request. This // is useful for ensuring that game session requests with the same idempotency // token are processed only once. Subsequent requests with the same string return // the original GameSession object, with an updated status. Maximum token length // is 48 characters. If provided, this string is included in the new game session's // ID. A game session ARN has the following format: arn:aws:gamelift:::gamesession//. Idempotency tokens remain in // use for 30 days after a game session has ended; game session objects are // retained for this time period and then deleted. IdempotencyToken *string `min:"1" type:"string"` // A fleet's remote location to place the new game session in. If this parameter // is not set, the new game session is placed in the fleet's home Region. Specify // a remote location with an AWS Region code such as us-west-2. Location *string `min:"1" type:"string"` // The maximum number of players that can be connected simultaneously to the // game session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // A descriptive label that is associated with a game session. Session names // do not need to be unique. Name *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameSessionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateGameSessionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateGameSessionInput"} if s.CreatorId != nil && len(*s.CreatorId) < 1 { invalidParams.Add(request.NewErrParamMinLen("CreatorId", 1)) } if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.IdempotencyToken != nil && len(*s.IdempotencyToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("IdempotencyToken", 1)) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if s.MaximumPlayerSessionCount == nil { invalidParams.Add(request.NewErrParamRequired("MaximumPlayerSessionCount")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.GameProperties != nil { for i, v := range s.GameProperties { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput { s.AliasId = &v return s } // SetCreatorId sets the CreatorId field's value. func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput { s.CreatorId = &v return s } // SetFleetId sets the FleetId field's value. func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput { s.FleetId = &v return s } // SetGameProperties sets the GameProperties field's value. func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput { s.GameProperties = v return s } // SetGameSessionData sets the GameSessionData field's value. func (s *CreateGameSessionInput) SetGameSessionData(v string) *CreateGameSessionInput { s.GameSessionData = &v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput { s.GameSessionId = &v return s } // SetIdempotencyToken sets the IdempotencyToken field's value. func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput { s.IdempotencyToken = &v return s } // SetLocation sets the Location field's value. func (s *CreateGameSessionInput) SetLocation(v string) *CreateGameSessionInput { s.Location = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput { s.MaximumPlayerSessionCount = &v return s } // SetName sets the Name field's value. func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput { s.Name = &v return s } // Represents the returned data in response to a request operation. type CreateGameSessionOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created game session record. GameSession *GameSession `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameSessionOutput) GoString() string { return s.String() } // SetGameSession sets the GameSession field's value. func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSessionOutput { s.GameSession = v return s } // Represents the input for a request operation. type CreateGameSessionQueueInput struct { _ struct{} `type:"structure"` // Information to be added to all events that are related to this game session // queue. CustomEventData *string `type:"string"` // A list of fleets and/or fleet aliases that can be used to fulfill game session // placement requests in the queue. Destinations are identified by either a // fleet ARN or a fleet alias ARN, and are listed in order of placement preference. Destinations []*GameSessionQueueDestination `type:"list"` // A list of locations where a queue is allowed to place new game sessions. // Locations are specified in the form of AWS Region codes, such as us-west-2. // If this parameter is not set, game sessions can be placed in any queue location. FilterConfiguration *FilterConfiguration `type:"structure"` // A descriptive label that is associated with game session queue. Queue names // must be unique within each Region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // An SNS topic ARN that is set up to receive game session placement notifications. // See Setting up notifications for game session placement (https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html). NotificationTarget *string `type:"string"` // A set of policies that act as a sliding cap on player latency. FleetIQ works // to deliver low latency for most players in a game session. These policies // ensure that no individual player can be placed into a game with unreasonably // high latency. Use multiple policies to gradually relax latency requirements // a step at a time. Multiple policies are applied based on their maximum allowed // latency, starting with the lowest value. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Custom settings to use when prioritizing destinations and locations for game // session placements. This configuration replaces the FleetIQ default prioritization // process. Priority types that are not explicitly named will be automatically // applied at the end of the prioritization process. PriorityConfiguration *PriorityConfiguration `type:"structure"` // A list of labels to assign to the new game session queue resource. Tags are // developer-defined key-value pairs. Tagging AWS resources are useful for resource // management, access management and cost allocation. For more information, // see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference. Once the resource is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags. The // maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. Tags []*Tag `type:"list"` // The 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameSessionQueueInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameSessionQueueInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateGameSessionQueueInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateGameSessionQueueInput"} if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Destinations != nil { for i, v := range s.Destinations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Destinations", i), err.(request.ErrInvalidParams)) } } } if s.FilterConfiguration != nil { if err := s.FilterConfiguration.Validate(); err != nil { invalidParams.AddNested("FilterConfiguration", err.(request.ErrInvalidParams)) } } if s.PriorityConfiguration != nil { if err := s.PriorityConfiguration.Validate(); err != nil { invalidParams.AddNested("PriorityConfiguration", err.(request.ErrInvalidParams)) } } if s.Tags != nil { for i, v := range s.Tags { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetCustomEventData sets the CustomEventData field's value. func (s *CreateGameSessionQueueInput) SetCustomEventData(v string) *CreateGameSessionQueueInput { s.CustomEventData = &v return s } // SetDestinations sets the Destinations field's value. func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput { s.Destinations = v return s } // SetFilterConfiguration sets the FilterConfiguration field's value. func (s *CreateGameSessionQueueInput) SetFilterConfiguration(v *FilterConfiguration) *CreateGameSessionQueueInput { s.FilterConfiguration = v return s } // SetName sets the Name field's value. func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput { s.Name = &v return s } // SetNotificationTarget sets the NotificationTarget field's value. func (s *CreateGameSessionQueueInput) SetNotificationTarget(v string) *CreateGameSessionQueueInput { s.NotificationTarget = &v return s } // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput { s.PlayerLatencyPolicies = v return s } // SetPriorityConfiguration sets the PriorityConfiguration field's value. func (s *CreateGameSessionQueueInput) SetPriorityConfiguration(v *PriorityConfiguration) *CreateGameSessionQueueInput { s.PriorityConfiguration = v return s } // SetTags sets the Tags field's value. func (s *CreateGameSessionQueueInput) SetTags(v []*Tag) *CreateGameSessionQueueInput { s.Tags = v return s } // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput { s.TimeoutInSeconds = &v return s } // Represents the returned data in response to a request operation. type CreateGameSessionQueueOutput struct { _ struct{} `type:"structure"` // An object that describes the newly created game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameSessionQueueOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateGameSessionQueueOutput) GoString() string { return s.String() } // SetGameSessionQueue sets the GameSessionQueue field's value. func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput { s.GameSessionQueue = v return s } // Represents the input for a request operation. type CreateMatchmakingConfigurationInput struct { _ struct{} `type:"structure"` // A flag that determines whether a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. // With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE // to indicate when a completed potential match is waiting for player acceptance. // // AcceptanceRequired is a required field AcceptanceRequired *bool `type:"boolean" required:"true"` // The length of time (in seconds) to wait for players to accept a proposed // match, if acceptance is required. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // The number of player slots in a match to keep open for future players. For // example, if the configuration's rule set specifies a match for a single 12-person // team, and the additional player count is set to 2, only 10 players are selected // for the match. This parameter is not used if FlexMatchMode is set to STANDALONE. AdditionalPlayerCount *int64 `type:"integer"` // The method used to backfill game sessions that are created with this matchmaking // configuration. Specify MANUAL when your game manages backfill requests manually // or does not use the match backfill feature. Specify AUTOMATIC to have GameLift // create a StartMatchBackfill request whenever a game session has one or more // open slots. Learn more about manual and automatic backfill in Backfill Existing // Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). // Automatic backfill is not available when FlexMatchMode is set to STANDALONE. BackfillMode *string `type:"string" enum:"BackfillMode"` // Information to be added to all events related to this matchmaking configuration. CustomEventData *string `type:"string"` // A human-readable description of the matchmaking configuration. Description *string `min:"1" type:"string"` // Indicates whether this matchmaking configuration is being used with GameLift // hosting or as a standalone matchmaking solution. // // * STANDALONE - FlexMatch forms matches and returns match information, // including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded) // event. // // * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift // queue to start a game session for the match. FlexMatchMode *string `type:"string" enum:"FlexMatchMode"` // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. This parameter is not used if FlexMatchMode is set to // STANDALONE. GameProperties []*GameProperty `type:"list"` // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. This parameter is not used if FlexMatchMode is set to // STANDALONE. GameSessionData *string `min:"1" type:"string"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift game session queue resource and uniquely identifies // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new // GameLift-hosted game sessions for matches that are created with this matchmaking // configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter. GameSessionQueueArns []*string `type:"list"` // A unique identifier for the matchmaking configuration. This name is used // to identify the configuration associated with a matchmaking request or ticket. // // Name is a required field Name *string `type:"string" required:"true"` // An SNS topic ARN that is set up to receive matchmaking notifications. See // Setting up notifications for matchmaking (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) // for more information. NotificationTarget *string `type:"string"` // The maximum duration, in seconds, that a matchmaking ticket can remain in // process before timing out. Requests that fail due to timing out can be resubmitted // as needed. // // RequestTimeoutSeconds is a required field RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"` // A unique identifier for the matchmaking rule set to use with this configuration. // You can use either the rule set name or ARN value. A matchmaking configuration // can only use rule sets that are defined in the same Region. // // RuleSetName is a required field RuleSetName *string `min:"1" type:"string" required:"true"` // A list of labels to assign to the new matchmaking configuration resource. // Tags are developer-defined key-value pairs. Tagging AWS resources are useful // for resource management, access management and cost allocation. For more // information, see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference. Once the resource is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags. The // maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. Tags []*Tag `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateMatchmakingConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateMatchmakingConfigurationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateMatchmakingConfigurationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateMatchmakingConfigurationInput"} if s.AcceptanceRequired == nil { invalidParams.Add(request.NewErrParamRequired("AcceptanceRequired")) } if s.AcceptanceTimeoutSeconds != nil && *s.AcceptanceTimeoutSeconds < 1 { invalidParams.Add(request.NewErrParamMinValue("AcceptanceTimeoutSeconds", 1)) } if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.RequestTimeoutSeconds == nil { invalidParams.Add(request.NewErrParamRequired("RequestTimeoutSeconds")) } if s.RequestTimeoutSeconds != nil && *s.RequestTimeoutSeconds < 1 { invalidParams.Add(request.NewErrParamMinValue("RequestTimeoutSeconds", 1)) } if s.RuleSetName == nil { invalidParams.Add(request.NewErrParamRequired("RuleSetName")) } if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) } if s.GameProperties != nil { for i, v := range s.GameProperties { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) } } } if s.Tags != nil { for i, v := range s.Tags { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAcceptanceRequired sets the AcceptanceRequired field's value. func (s *CreateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *CreateMatchmakingConfigurationInput { s.AcceptanceRequired = &v return s } // SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value. func (s *CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput { s.AcceptanceTimeoutSeconds = &v return s } // SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value. func (s *CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *CreateMatchmakingConfigurationInput { s.AdditionalPlayerCount = &v return s } // SetBackfillMode sets the BackfillMode field's value. func (s *CreateMatchmakingConfigurationInput) SetBackfillMode(v string) *CreateMatchmakingConfigurationInput { s.BackfillMode = &v return s } // SetCustomEventData sets the CustomEventData field's value. func (s *CreateMatchmakingConfigurationInput) SetCustomEventData(v string) *CreateMatchmakingConfigurationInput { s.CustomEventData = &v return s } // SetDescription sets the Description field's value. func (s *CreateMatchmakingConfigurationInput) SetDescription(v string) *CreateMatchmakingConfigurationInput { s.Description = &v return s } // SetFlexMatchMode sets the FlexMatchMode field's value. func (s *CreateMatchmakingConfigurationInput) SetFlexMatchMode(v string) *CreateMatchmakingConfigurationInput { s.FlexMatchMode = &v return s } // SetGameProperties sets the GameProperties field's value. func (s *CreateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *CreateMatchmakingConfigurationInput { s.GameProperties = v return s } // SetGameSessionData sets the GameSessionData field's value. func (s *CreateMatchmakingConfigurationInput) SetGameSessionData(v string) *CreateMatchmakingConfigurationInput { s.GameSessionData = &v return s } // SetGameSessionQueueArns sets the GameSessionQueueArns field's value. func (s *CreateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *CreateMatchmakingConfigurationInput { s.GameSessionQueueArns = v return s } // SetName sets the Name field's value. func (s *CreateMatchmakingConfigurationInput) SetName(v string) *CreateMatchmakingConfigurationInput { s.Name = &v return s } // SetNotificationTarget sets the NotificationTarget field's value. func (s *CreateMatchmakingConfigurationInput) SetNotificationTarget(v string) *CreateMatchmakingConfigurationInput { s.NotificationTarget = &v return s } // SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value. func (s *CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput { s.RequestTimeoutSeconds = &v return s } // SetRuleSetName sets the RuleSetName field's value. func (s *CreateMatchmakingConfigurationInput) SetRuleSetName(v string) *CreateMatchmakingConfigurationInput { s.RuleSetName = &v return s } // SetTags sets the Tags field's value. func (s *CreateMatchmakingConfigurationInput) SetTags(v []*Tag) *CreateMatchmakingConfigurationInput { s.Tags = v return s } // Represents the returned data in response to a request operation. type CreateMatchmakingConfigurationOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created matchmaking configuration. Configuration *MatchmakingConfiguration `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateMatchmakingConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateMatchmakingConfigurationOutput) GoString() string { return s.String() } // SetConfiguration sets the Configuration field's value. func (s *CreateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *CreateMatchmakingConfigurationOutput { s.Configuration = v return s } // Represents the input for a request operation. type CreateMatchmakingRuleSetInput struct { _ struct{} `type:"structure"` // A unique identifier for the matchmaking rule set. A matchmaking configuration // identifies the rule set it uses by this name value. Note that the rule set // name is different from the optional name field in the rule set body. // // Name is a required field Name *string `type:"string" required:"true"` // A collection of matchmaking rules, formatted as a JSON string. Comments are // not allowed in JSON, but most elements support a description field. // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` // A list of labels to assign to the new matchmaking rule set resource. Tags // are developer-defined key-value pairs. Tagging AWS resources are useful for // resource management, access management and cost allocation. For more information, // see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference. Once the resource is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags. The // maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. Tags []*Tag `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateMatchmakingRuleSetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateMatchmakingRuleSetInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateMatchmakingRuleSetInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateMatchmakingRuleSetInput"} if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.RuleSetBody == nil { invalidParams.Add(request.NewErrParamRequired("RuleSetBody")) } if s.RuleSetBody != nil && len(*s.RuleSetBody) < 1 { invalidParams.Add(request.NewErrParamMinLen("RuleSetBody", 1)) } if s.Tags != nil { for i, v := range s.Tags { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetName sets the Name field's value. func (s *CreateMatchmakingRuleSetInput) SetName(v string) *CreateMatchmakingRuleSetInput { s.Name = &v return s } // SetRuleSetBody sets the RuleSetBody field's value. func (s *CreateMatchmakingRuleSetInput) SetRuleSetBody(v string) *CreateMatchmakingRuleSetInput { s.RuleSetBody = &v return s } // SetTags sets the Tags field's value. func (s *CreateMatchmakingRuleSetInput) SetTags(v []*Tag) *CreateMatchmakingRuleSetInput { s.Tags = v return s } // Represents the returned data in response to a request operation. type CreateMatchmakingRuleSetOutput struct { _ struct{} `type:"structure"` // The newly created matchmaking rule set. // // RuleSet is a required field RuleSet *MatchmakingRuleSet `type:"structure" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateMatchmakingRuleSetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateMatchmakingRuleSetOutput) GoString() string { return s.String() } // SetRuleSet sets the RuleSet field's value. func (s *CreateMatchmakingRuleSetOutput) SetRuleSet(v *MatchmakingRuleSet) *CreateMatchmakingRuleSetOutput { s.RuleSet = v return s } // Represents the input for a request operation. type CreatePlayerSessionInput struct { _ struct{} `type:"structure"` // A 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. GameLift does not use // this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // A unique identifier for a player. Player IDs are developer-defined. // // PlayerId is a required field PlayerId *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreatePlayerSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreatePlayerSessionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreatePlayerSessionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreatePlayerSessionInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.PlayerData != nil && len(*s.PlayerData) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerData", 1)) } if s.PlayerId == nil { invalidParams.Add(request.NewErrParamRequired("PlayerId")) } if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionId sets the GameSessionId field's value. func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput { s.GameSessionId = &v return s } // SetPlayerData sets the PlayerData field's value. func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput { s.PlayerData = &v return s } // SetPlayerId sets the PlayerId field's value. func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput { s.PlayerId = &v return s } // Represents the returned data in response to a request operation. type CreatePlayerSessionOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created player session record. PlayerSession *PlayerSession `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreatePlayerSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreatePlayerSessionOutput) GoString() string { return s.String() } // SetPlayerSession sets the PlayerSession field's value. func (s *CreatePlayerSessionOutput) SetPlayerSession(v *PlayerSession) *CreatePlayerSessionOutput { s.PlayerSession = v return s } // Represents the input for a request operation. type CreatePlayerSessionsInput struct { _ struct{} `type:"structure"` // A 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. Any player data strings // for player IDs that are 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreatePlayerSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreatePlayerSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreatePlayerSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreatePlayerSessionsInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.PlayerIds == nil { invalidParams.Add(request.NewErrParamRequired("PlayerIds")) } if s.PlayerIds != nil && len(s.PlayerIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerIds", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionId sets the GameSessionId field's value. func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput { s.GameSessionId = &v return s } // SetPlayerDataMap sets the PlayerDataMap field's value. func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput { s.PlayerDataMap = v return s } // SetPlayerIds sets the PlayerIds field's value. func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput { s.PlayerIds = v return s } // Represents the returned data in response to a request operation. type CreatePlayerSessionsOutput struct { _ struct{} `type:"structure"` // A collection of player session objects created for the added players. PlayerSessions []*PlayerSession `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreatePlayerSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreatePlayerSessionsOutput) GoString() string { return s.String() } // SetPlayerSessions sets the PlayerSessions field's value. func (s *CreatePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *CreatePlayerSessionsOutput { s.PlayerSessions = v return s } type CreateScriptInput struct { _ struct{} `type:"structure"` // A descriptive label that is associated with a script. Script names do not // need to be unique. You can use UpdateScript to change this value later. Name *string `min:"1" type:"string"` // The location of the Amazon S3 bucket where a zipped file containing your // Realtime scripts is stored. The storage location must specify the Amazon // S3 bucket name, the zip file name (the "key"), and a role ARN that allows // Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must // be in the same Region where you want to create a new script. By default, // Amazon GameLift uploads the latest version of the zip file; if you have S3 // object versioning turned on, you can use the ObjectVersion parameter to specify // an earlier version. StorageLocation *S3Location `type:"structure"` // A list of labels to assign to the new script resource. Tags are developer-defined // key-value pairs. Tagging AWS resources are useful for resource management, // access management and cost allocation. For more information, see Tagging // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference. Once the resource is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags. The // maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. Tags []*Tag `type:"list"` // Version information that is associated with a build or script. Version strings // do not need to be unique. You can use UpdateScript to change this value later. Version *string `min:"1" type:"string"` // A data object containing your Realtime scripts and dependencies as a zip // file. The zip file can have one or multiple files. Maximum size of a zip // file is 5 MB. // // When using the AWS CLI tool to create a script, this parameter is set to // the zip file name. It must be prepended with the string "fileb://" to indicate // that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip. // ZipFile is automatically base64 encoded/decoded by the SDK. ZipFile []byte `type:"blob"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateScriptInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateScriptInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateScriptInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateScriptInput"} if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Version != nil && len(*s.Version) < 1 { invalidParams.Add(request.NewErrParamMinLen("Version", 1)) } if s.StorageLocation != nil { if err := s.StorageLocation.Validate(); err != nil { invalidParams.AddNested("StorageLocation", err.(request.ErrInvalidParams)) } } if s.Tags != nil { for i, v := range s.Tags { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetName sets the Name field's value. func (s *CreateScriptInput) SetName(v string) *CreateScriptInput { s.Name = &v return s } // SetStorageLocation sets the StorageLocation field's value. func (s *CreateScriptInput) SetStorageLocation(v *S3Location) *CreateScriptInput { s.StorageLocation = v return s } // SetTags sets the Tags field's value. func (s *CreateScriptInput) SetTags(v []*Tag) *CreateScriptInput { s.Tags = v return s } // SetVersion sets the Version field's value. func (s *CreateScriptInput) SetVersion(v string) *CreateScriptInput { s.Version = &v return s } // SetZipFile sets the ZipFile field's value. func (s *CreateScriptInput) SetZipFile(v []byte) *CreateScriptInput { s.ZipFile = v return s } type CreateScriptOutput struct { _ struct{} `type:"structure"` // The newly created script record with a unique script ID and ARN. The new // script's storage location reflects an Amazon S3 location: (1) If the script // was uploaded from an S3 bucket under your account, the storage location reflects // the information that was provided in the CreateScript request; (2) If the // script file was uploaded from a local zip file, the storage location reflects // an S3 location controls by the Amazon GameLift service. Script *Script `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateScriptOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateScriptOutput) GoString() string { return s.String() } // SetScript sets the Script field's value. func (s *CreateScriptOutput) SetScript(v *Script) *CreateScriptOutput { s.Script = v return s } // Represents the input for a request operation. type CreateVpcPeeringAuthorizationInput struct { _ struct{} `type:"structure"` // A unique identifier for the AWS account that you use to manage your GameLift // fleet. You can find your Account ID in the AWS Management Console under account // settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` // A unique identifier for a VPC with resources to be accessed by your GameLift // fleet. The VPC must be in the same Region as your fleet. To look up a VPC // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS // Management Console. Learn more about VPC peering in VPC Peering with GameLift // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateVpcPeeringAuthorizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateVpcPeeringAuthorizationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateVpcPeeringAuthorizationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateVpcPeeringAuthorizationInput"} if s.GameLiftAwsAccountId == nil { invalidParams.Add(request.NewErrParamRequired("GameLiftAwsAccountId")) } if s.GameLiftAwsAccountId != nil && len(*s.GameLiftAwsAccountId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameLiftAwsAccountId", 1)) } if s.PeerVpcId == nil { invalidParams.Add(request.NewErrParamRequired("PeerVpcId")) } if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value. func (s *CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *CreateVpcPeeringAuthorizationInput { s.GameLiftAwsAccountId = &v return s } // SetPeerVpcId sets the PeerVpcId field's value. func (s *CreateVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *CreateVpcPeeringAuthorizationInput { s.PeerVpcId = &v return s } // Represents the returned data in response to a request operation. type CreateVpcPeeringAuthorizationOutput struct { _ struct{} `type:"structure"` // Details on the requested VPC peering authorization, including expiration. VpcPeeringAuthorization *VpcPeeringAuthorization `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateVpcPeeringAuthorizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateVpcPeeringAuthorizationOutput) GoString() string { return s.String() } // SetVpcPeeringAuthorization sets the VpcPeeringAuthorization field's value. func (s *CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization(v *VpcPeeringAuthorization) *CreateVpcPeeringAuthorizationOutput { s.VpcPeeringAuthorization = v return s } // Represents the input for a request operation. type CreateVpcPeeringConnectionInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet. You can use either the fleet ID or ARN // value. This tells Amazon GameLift which GameLift VPC to peer with. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // A unique identifier for the AWS account with the VPC that you want to peer // your Amazon GameLift fleet with. You can find your Account ID in the AWS // Management Console under account settings. // // PeerVpcAwsAccountId is a required field PeerVpcAwsAccountId *string `min:"1" type:"string" required:"true"` // A unique identifier for a VPC with resources to be accessed by your GameLift // fleet. The VPC must be in the same Region as your fleet. To look up a VPC // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS // Management Console. Learn more about VPC peering in VPC Peering with GameLift // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateVpcPeeringConnectionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateVpcPeeringConnectionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateVpcPeeringConnectionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "CreateVpcPeeringConnectionInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.PeerVpcAwsAccountId == nil { invalidParams.Add(request.NewErrParamRequired("PeerVpcAwsAccountId")) } if s.PeerVpcAwsAccountId != nil && len(*s.PeerVpcAwsAccountId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PeerVpcAwsAccountId", 1)) } if s.PeerVpcId == nil { invalidParams.Add(request.NewErrParamRequired("PeerVpcId")) } if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *CreateVpcPeeringConnectionInput) SetFleetId(v string) *CreateVpcPeeringConnectionInput { s.FleetId = &v return s } // SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value. func (s *CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId(v string) *CreateVpcPeeringConnectionInput { s.PeerVpcAwsAccountId = &v return s } // SetPeerVpcId sets the PeerVpcId field's value. func (s *CreateVpcPeeringConnectionInput) SetPeerVpcId(v string) *CreateVpcPeeringConnectionInput { s.PeerVpcId = &v return s } type CreateVpcPeeringConnectionOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateVpcPeeringConnectionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s CreateVpcPeeringConnectionOutput) GoString() string { return s.String() } // Represents the input for a request operation. type DeleteAliasInput struct { _ struct{} `type:"structure"` // A unique identifier of the alias that you want to delete. You can use either // the alias ID or ARN value. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *DeleteAliasInput) SetAliasId(v string) *DeleteAliasInput { s.AliasId = &v return s } type DeleteAliasOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteAliasOutput) GoString() string { return s.String() } // Represents the input for a request operation. type DeleteBuildInput struct { _ struct{} `type:"structure"` // A unique identifier for the build to delete. You can use either the build // ID or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteBuildInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *DeleteBuildInput) SetBuildId(v string) *DeleteBuildInput { s.BuildId = &v return s } type DeleteBuildOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteBuildOutput) GoString() string { return s.String() } // Represents the input for a request operation. type DeleteFleetInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to be deleted. You can use either the fleet // ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteFleetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteFleetInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteFleetInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteFleetInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput { s.FleetId = &v return s } // Represents the input for a request operation. type DeleteFleetLocationsInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to delete locations for. You can use either // the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // The list of fleet locations to delete. Specify locations in the form of an // AWS Region code, such as us-west-2. // // Locations is a required field Locations []*string `min:"1" type:"list" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteFleetLocationsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteFleetLocationsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteFleetLocationsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteFleetLocationsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Locations == nil { invalidParams.Add(request.NewErrParamRequired("Locations")) } if s.Locations != nil && len(s.Locations) < 1 { invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DeleteFleetLocationsInput) SetFleetId(v string) *DeleteFleetLocationsInput { s.FleetId = &v return s } // SetLocations sets the Locations field's value. func (s *DeleteFleetLocationsInput) SetLocations(v []*string) *DeleteFleetLocationsInput { s.Locations = v return s } // Represents the returned data in response to a request operation. type DeleteFleetLocationsOutput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet that location attributes are being deleted // for. FleetId *string `type:"string"` // The remote locations that are being deleted, with each location status set // to DELETING. LocationStates []*LocationState `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteFleetLocationsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteFleetLocationsOutput) GoString() string { return s.String() } // SetFleetArn sets the FleetArn field's value. func (s *DeleteFleetLocationsOutput) SetFleetArn(v string) *DeleteFleetLocationsOutput { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *DeleteFleetLocationsOutput) SetFleetId(v string) *DeleteFleetLocationsOutput { s.FleetId = &v return s } // SetLocationStates sets the LocationStates field's value. func (s *DeleteFleetLocationsOutput) SetLocationStates(v []*LocationState) *DeleteFleetLocationsOutput { s.LocationStates = v return s } type DeleteFleetOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteFleetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteFleetOutput) GoString() string { return s.String() } type DeleteGameServerGroupInput struct { _ struct{} `type:"structure"` // The type of delete to perform. Options include the following: // // * SAFE_DELETE – (default) Terminates the game server group and EC2 Auto // Scaling group only when it has no game servers that are in UTILIZED status. // // * FORCE_DELETE – Terminates the game server group, including all active // game servers regardless of their utilization status, and the EC2 Auto // Scaling group. // // * RETAIN – Does a safe delete of the game server group but retains the // EC2 Auto Scaling group as is. DeleteOption *string `type:"string" enum:"GameServerGroupDeleteOption"` // A unique identifier for the game server group. Use either the GameServerGroup // name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteGameServerGroupInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteGameServerGroupInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteGameServerGroupInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteGameServerGroupInput"} if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDeleteOption sets the DeleteOption field's value. func (s *DeleteGameServerGroupInput) SetDeleteOption(v string) *DeleteGameServerGroupInput { s.DeleteOption = &v return s } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *DeleteGameServerGroupInput) SetGameServerGroupName(v string) *DeleteGameServerGroupInput { s.GameServerGroupName = &v return s } type DeleteGameServerGroupOutput struct { _ struct{} `type:"structure"` // An object that describes the deleted game server group resource, with status // updated to DELETE_SCHEDULED. GameServerGroup *GameServerGroup `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteGameServerGroupOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteGameServerGroupOutput) GoString() string { return s.String() } // SetGameServerGroup sets the GameServerGroup field's value. func (s *DeleteGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *DeleteGameServerGroupOutput { s.GameServerGroup = v return s } // Represents the input for a request operation. type DeleteGameSessionQueueInput struct { _ struct{} `type:"structure"` // A descriptive label that is associated with game session queue. Queue names // must be unique within each Region. You can use either the queue ID or ARN // value. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteGameSessionQueueInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteGameSessionQueueInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteGameSessionQueueInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteGameSessionQueueInput"} if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetName sets the Name field's value. func (s *DeleteGameSessionQueueInput) SetName(v string) *DeleteGameSessionQueueInput { s.Name = &v return s } type DeleteGameSessionQueueOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteGameSessionQueueOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteGameSessionQueueOutput) GoString() string { return s.String() } // Represents the input for a request operation. type DeleteMatchmakingConfigurationInput struct { _ struct{} `type:"structure"` // A unique identifier for the matchmaking configuration. You can use either // the configuration name or ARN value. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteMatchmakingConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteMatchmakingConfigurationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteMatchmakingConfigurationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteMatchmakingConfigurationInput"} if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetName sets the Name field's value. func (s *DeleteMatchmakingConfigurationInput) SetName(v string) *DeleteMatchmakingConfigurationInput { s.Name = &v return s } type DeleteMatchmakingConfigurationOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteMatchmakingConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteMatchmakingConfigurationOutput) GoString() string { return s.String() } // Represents the input for a request operation. type DeleteMatchmakingRuleSetInput struct { _ struct{} `type:"structure"` // A unique identifier for the matchmaking rule set to be deleted. (Note: The // rule set name is different from the optional "name" field in the rule set // body.) You can use either the rule set name or ARN value. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteMatchmakingRuleSetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteMatchmakingRuleSetInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteMatchmakingRuleSetInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteMatchmakingRuleSetInput"} if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetName sets the Name field's value. func (s *DeleteMatchmakingRuleSetInput) SetName(v string) *DeleteMatchmakingRuleSetInput { s.Name = &v return s } // Represents the returned data in response to a request operation. type DeleteMatchmakingRuleSetOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteMatchmakingRuleSetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteMatchmakingRuleSetOutput) GoString() string { return s.String() } // Represents the input for a request operation. type DeleteScalingPolicyInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to be deleted. You can use either the fleet // ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // A descriptive label that is associated with a fleet's scaling policy. Policy // names do not need to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteScalingPolicyInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteScalingPolicyInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteScalingPolicyInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteScalingPolicyInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput { s.FleetId = &v return s } // SetName sets the Name field's value. func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput { s.Name = &v return s } type DeleteScalingPolicyOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteScalingPolicyOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteScalingPolicyOutput) GoString() string { return s.String() } type DeleteScriptInput struct { _ struct{} `type:"structure"` // A unique identifier for the Realtime script to delete. You can use either // the script ID or ARN value. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteScriptInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteScriptInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteScriptInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteScriptInput"} if s.ScriptId == nil { invalidParams.Add(request.NewErrParamRequired("ScriptId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetScriptId sets the ScriptId field's value. func (s *DeleteScriptInput) SetScriptId(v string) *DeleteScriptInput { s.ScriptId = &v return s } type DeleteScriptOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteScriptOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteScriptOutput) GoString() string { return s.String() } // Represents the input for a request operation. type DeleteVpcPeeringAuthorizationInput struct { _ struct{} `type:"structure"` // A unique identifier for the AWS account that you use to manage your GameLift // fleet. You can find your Account ID in the AWS Management Console under account // settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` // A unique identifier for a VPC with resources to be accessed by your GameLift // fleet. The VPC must be in the same Region as your fleet. To look up a VPC // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS // Management Console. Learn more about VPC peering in VPC Peering with GameLift // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteVpcPeeringAuthorizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteVpcPeeringAuthorizationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteVpcPeeringAuthorizationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteVpcPeeringAuthorizationInput"} if s.GameLiftAwsAccountId == nil { invalidParams.Add(request.NewErrParamRequired("GameLiftAwsAccountId")) } if s.GameLiftAwsAccountId != nil && len(*s.GameLiftAwsAccountId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameLiftAwsAccountId", 1)) } if s.PeerVpcId == nil { invalidParams.Add(request.NewErrParamRequired("PeerVpcId")) } if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value. func (s *DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *DeleteVpcPeeringAuthorizationInput { s.GameLiftAwsAccountId = &v return s } // SetPeerVpcId sets the PeerVpcId field's value. func (s *DeleteVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *DeleteVpcPeeringAuthorizationInput { s.PeerVpcId = &v return s } type DeleteVpcPeeringAuthorizationOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteVpcPeeringAuthorizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteVpcPeeringAuthorizationOutput) GoString() string { return s.String() } // Represents the input for a request operation. type DeleteVpcPeeringConnectionInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet. This fleet specified must match the fleet // referenced in the VPC peering connection record. You can use either the fleet // ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // A unique identifier for a VPC peering connection. This value is included // in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections. // // VpcPeeringConnectionId is a required field VpcPeeringConnectionId *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteVpcPeeringConnectionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteVpcPeeringConnectionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeleteVpcPeeringConnectionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeleteVpcPeeringConnectionInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.VpcPeeringConnectionId == nil { invalidParams.Add(request.NewErrParamRequired("VpcPeeringConnectionId")) } if s.VpcPeeringConnectionId != nil && len(*s.VpcPeeringConnectionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("VpcPeeringConnectionId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DeleteVpcPeeringConnectionInput) SetFleetId(v string) *DeleteVpcPeeringConnectionInput { s.FleetId = &v return s } // SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value. func (s *DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId(v string) *DeleteVpcPeeringConnectionInput { s.VpcPeeringConnectionId = &v return s } type DeleteVpcPeeringConnectionOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteVpcPeeringConnectionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeleteVpcPeeringConnectionOutput) GoString() string { return s.String() } type DeregisterGameServerInput struct { _ struct{} `type:"structure"` // A unique identifier for the game server group where the game server is running. // Use either the GameServerGroup name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // A custom string that uniquely identifies the game server to deregister. // // GameServerId is a required field GameServerId *string `min:"3" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeregisterGameServerInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeregisterGameServerInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DeregisterGameServerInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DeregisterGameServerInput"} if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.GameServerId == nil { invalidParams.Add(request.NewErrParamRequired("GameServerId")) } if s.GameServerId != nil && len(*s.GameServerId) < 3 { invalidParams.Add(request.NewErrParamMinLen("GameServerId", 3)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *DeregisterGameServerInput) SetGameServerGroupName(v string) *DeregisterGameServerInput { s.GameServerGroupName = &v return s } // SetGameServerId sets the GameServerId field's value. func (s *DeregisterGameServerInput) SetGameServerId(v string) *DeregisterGameServerInput { s.GameServerId = &v return s } type DeregisterGameServerOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeregisterGameServerOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DeregisterGameServerOutput) GoString() string { return s.String() } // Represents the input for a request operation. type DescribeAliasInput struct { _ struct{} `type:"structure"` // The unique identifier for the fleet alias that you want to retrieve. You // can use either the alias ID or ARN value. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput { s.AliasId = &v return s } // Represents the returned data in response to a request operation. type DescribeAliasOutput struct { _ struct{} `type:"structure"` // The requested alias resource. Alias *Alias `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeAliasOutput) GoString() string { return s.String() } // SetAlias sets the Alias field's value. func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput { s.Alias = v return s } // Represents the input for a request operation. type DescribeBuildInput struct { _ struct{} `type:"structure"` // A unique identifier for the build to retrieve properties for. You can use // either the build ID or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeBuildInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *DescribeBuildInput) SetBuildId(v string) *DescribeBuildInput { s.BuildId = &v return s } // Represents the returned data in response to a request operation. type DescribeBuildOutput struct { _ struct{} `type:"structure"` // Set of properties describing the requested build. Build *Build `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeBuildOutput) GoString() string { return s.String() } // SetBuild sets the Build field's value. func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput { s.Build = v return s } // Represents the input for a request operation. type DescribeEC2InstanceLimitsInput struct { _ struct{} `type:"structure"` // Name of an EC2 instance type that is supported in GameLift. A fleet instance // type determines the computing resources of each instance in the fleet, including // CPU, memory, storage, and networking capacity. Do not specify a value for // this parameter to retrieve limits for all instance types. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // The name of a remote location to request instance limits for, in the form // of an AWS Region code such as us-west-2. Location *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeEC2InstanceLimitsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeEC2InstanceLimitsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeEC2InstanceLimitsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeEC2InstanceLimitsInput"} if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetEC2InstanceType sets the EC2InstanceType field's value. func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput { s.EC2InstanceType = &v return s } // SetLocation sets the Location field's value. func (s *DescribeEC2InstanceLimitsInput) SetLocation(v string) *DescribeEC2InstanceLimitsInput { s.Location = &v return s } // Represents the returned data in response to a request operation. type DescribeEC2InstanceLimitsOutput struct { _ struct{} `type:"structure"` // The maximum number of instances for the specified instance type. EC2InstanceLimits []*EC2InstanceLimit `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeEC2InstanceLimitsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeEC2InstanceLimitsOutput) GoString() string { return s.String() } // SetEC2InstanceLimits sets the EC2InstanceLimits field's value. func (s *DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits(v []*EC2InstanceLimit) *DescribeEC2InstanceLimitsOutput { s.EC2InstanceLimits = v return s } // Represents the input for a request operation. type DescribeFleetAttributesInput struct { _ struct{} `type:"structure"` // A list of unique fleet identifiers to retrieve attributes for. You can use // either the fleet ID or ARN value. To retrieve attributes for all current // fleets, do not include this parameter. FleetIds []*string `min:"1" type:"list"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. This parameter // is ignored when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetAttributesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetAttributesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetAttributesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetAttributesInput"} if s.FleetIds != nil && len(s.FleetIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetIds sets the FleetIds field's value. func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput { s.FleetIds = v return s } // SetLimit sets the Limit field's value. func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput { s.NextToken = &v return s } // Represents the returned data in response to a request operation. type DescribeFleetAttributesOutput struct { _ struct{} `type:"structure"` // A collection of objects containing attribute metadata for each requested // fleet ID. Attribute objects are returned only for fleets that currently exist. FleetAttributes []*FleetAttributes `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetAttributesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetAttributesOutput) GoString() string { return s.String() } // SetFleetAttributes sets the FleetAttributes field's value. func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput { s.FleetAttributes = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput { s.NextToken = &v return s } // Represents the input for a request operation. type DescribeFleetCapacityInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet(s) to retrieve capacity information for. // You can use either the fleet ID or ARN value. Leave this parameter empty // to retrieve capacity information for all fleets. FleetIds []*string `min:"1" type:"list"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. This parameter // is ignored when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetCapacityInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetCapacityInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetCapacityInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetCapacityInput"} if s.FleetIds != nil && len(s.FleetIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetIds sets the FleetIds field's value. func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput { s.FleetIds = v return s } // SetLimit sets the Limit field's value. func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput { s.NextToken = &v return s } // Represents the returned data in response to a request operation. type DescribeFleetCapacityOutput struct { _ struct{} `type:"structure"` // A collection of objects that contains capacity information for each requested // fleet ID. Capacity objects are returned only for fleets that currently exist. FleetCapacity []*FleetCapacity `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetCapacityOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetCapacityOutput) GoString() string { return s.String() } // SetFleetCapacity sets the FleetCapacity field's value. func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput { s.FleetCapacity = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput { s.NextToken = &v return s } // Represents the input for a request operation. type DescribeFleetEventsInput struct { _ struct{} `type:"structure"` // The 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"` // A unique identifier for the fleet to get event logs for. You can use either // the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // The 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetEventsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetEventsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetEventsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetEventsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetEndTime sets the EndTime field's value. func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput { s.EndTime = &v return s } // SetFleetId sets the FleetId field's value. func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput { s.FleetId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput { s.NextToken = &v return s } // SetStartTime sets the StartTime field's value. func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput { s.StartTime = &v return s } // Represents the returned data in response to a request operation. type DescribeFleetEventsOutput struct { _ struct{} `type:"structure"` // A collection of objects containing event log entries for the specified fleet. Events []*Event `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetEventsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetEventsOutput) GoString() string { return s.String() } // SetEvents sets the Events field's value. func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput { s.Events = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput { s.NextToken = &v return s } // Represents the input for a request operation. type DescribeFleetLocationAttributesInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to retrieve remote locations for. You can // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // The maximum number of results to return. Use this parameter with NextToken // to get results as a set of sequential pages. This limit is not currently // enforced. Limit *int64 `min:"1" type:"integer"` // A list of fleet locations to retrieve information for. Specify locations // in the form of an AWS Region code, such as us-west-2. Locations []*string `min:"1" type:"list"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationAttributesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationAttributesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetLocationAttributesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetLocationAttributesInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.Locations != nil && len(s.Locations) < 1 { invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeFleetLocationAttributesInput) SetFleetId(v string) *DescribeFleetLocationAttributesInput { s.FleetId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeFleetLocationAttributesInput) SetLimit(v int64) *DescribeFleetLocationAttributesInput { s.Limit = &v return s } // SetLocations sets the Locations field's value. func (s *DescribeFleetLocationAttributesInput) SetLocations(v []*string) *DescribeFleetLocationAttributesInput { s.Locations = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetLocationAttributesInput) SetNextToken(v string) *DescribeFleetLocationAttributesInput { s.NextToken = &v return s } // Represents the returned data in response to a request operation. type DescribeFleetLocationAttributesOutput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet that location attributes were requested // for. FleetId *string `type:"string"` // Location-specific information on the requested fleet's remote locations. LocationAttributes []*LocationAttributes `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationAttributesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationAttributesOutput) GoString() string { return s.String() } // SetFleetArn sets the FleetArn field's value. func (s *DescribeFleetLocationAttributesOutput) SetFleetArn(v string) *DescribeFleetLocationAttributesOutput { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *DescribeFleetLocationAttributesOutput) SetFleetId(v string) *DescribeFleetLocationAttributesOutput { s.FleetId = &v return s } // SetLocationAttributes sets the LocationAttributes field's value. func (s *DescribeFleetLocationAttributesOutput) SetLocationAttributes(v []*LocationAttributes) *DescribeFleetLocationAttributesOutput { s.LocationAttributes = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetLocationAttributesOutput) SetNextToken(v string) *DescribeFleetLocationAttributesOutput { s.NextToken = &v return s } // Represents the input for a request operation. type DescribeFleetLocationCapacityInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to request location capacity for. You can // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // The fleet location to retrieve capacity information for. Specify a location // in the form of an AWS Region code, such as us-west-2. // // Location is a required field Location *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationCapacityInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationCapacityInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetLocationCapacityInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetLocationCapacityInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Location == nil { invalidParams.Add(request.NewErrParamRequired("Location")) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeFleetLocationCapacityInput) SetFleetId(v string) *DescribeFleetLocationCapacityInput { s.FleetId = &v return s } // SetLocation sets the Location field's value. func (s *DescribeFleetLocationCapacityInput) SetLocation(v string) *DescribeFleetLocationCapacityInput { s.Location = &v return s } // Represents the returned data in response to a request operation. type DescribeFleetLocationCapacityOutput struct { _ struct{} `type:"structure"` // Resource capacity information for the requested fleet location. Capacity // objects are returned only for fleets and locations that currently exist. FleetCapacity *FleetCapacity `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationCapacityOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationCapacityOutput) GoString() string { return s.String() } // SetFleetCapacity sets the FleetCapacity field's value. func (s *DescribeFleetLocationCapacityOutput) SetFleetCapacity(v *FleetCapacity) *DescribeFleetLocationCapacityOutput { s.FleetCapacity = v return s } // Represents the input for a request operation. type DescribeFleetLocationUtilizationInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to request location utilization for. You // can use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // The fleet location to retrieve utilization information for. Specify a location // in the form of an AWS Region code, such as us-west-2. // // Location is a required field Location *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationUtilizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationUtilizationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetLocationUtilizationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetLocationUtilizationInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Location == nil { invalidParams.Add(request.NewErrParamRequired("Location")) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeFleetLocationUtilizationInput) SetFleetId(v string) *DescribeFleetLocationUtilizationInput { s.FleetId = &v return s } // SetLocation sets the Location field's value. func (s *DescribeFleetLocationUtilizationInput) SetLocation(v string) *DescribeFleetLocationUtilizationInput { s.Location = &v return s } // Represents the returned data in response to a request operation. type DescribeFleetLocationUtilizationOutput struct { _ struct{} `type:"structure"` // Utilization information for the requested fleet location. Utilization objects // are returned only for fleets and locations that currently exist. FleetUtilization *FleetUtilization `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationUtilizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetLocationUtilizationOutput) GoString() string { return s.String() } // SetFleetUtilization sets the FleetUtilization field's value. func (s *DescribeFleetLocationUtilizationOutput) SetFleetUtilization(v *FleetUtilization) *DescribeFleetLocationUtilizationOutput { s.FleetUtilization = v return s } // Represents the input for a request operation. type DescribeFleetPortSettingsInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to retrieve port settings for. You can // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // A remote location to check for status of port setting updates. Use the AWS // Region code format, such as us-west-2. Location *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetPortSettingsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetPortSettingsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetPortSettingsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetPortSettingsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput { s.FleetId = &v return s } // SetLocation sets the Location field's value. func (s *DescribeFleetPortSettingsInput) SetLocation(v string) *DescribeFleetPortSettingsInput { s.Location = &v return s } // Represents the returned data in response to a request operation. type DescribeFleetPortSettingsOutput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet that was requested. FleetId *string `type:"string"` // The port settings for the requested fleet ID. InboundPermissions []*IpPermission `type:"list"` // The requested fleet location, expressed as an AWS Region code, such as us-west-2. Location *string `min:"1" type:"string"` // The current status of updates to the fleet's port settings in the requested // fleet location. A status of PENDING_UPDATE indicates that an update was requested // for the fleet but has not yet been completed for the location. UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetPortSettingsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetPortSettingsOutput) GoString() string { return s.String() } // SetFleetArn sets the FleetArn field's value. func (s *DescribeFleetPortSettingsOutput) SetFleetArn(v string) *DescribeFleetPortSettingsOutput { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *DescribeFleetPortSettingsOutput) SetFleetId(v string) *DescribeFleetPortSettingsOutput { s.FleetId = &v return s } // SetInboundPermissions sets the InboundPermissions field's value. func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput { s.InboundPermissions = v return s } // SetLocation sets the Location field's value. func (s *DescribeFleetPortSettingsOutput) SetLocation(v string) *DescribeFleetPortSettingsOutput { s.Location = &v return s } // SetUpdateStatus sets the UpdateStatus field's value. func (s *DescribeFleetPortSettingsOutput) SetUpdateStatus(v string) *DescribeFleetPortSettingsOutput { s.UpdateStatus = &v return s } // Represents the input for a request operation. type DescribeFleetUtilizationInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet(s) to retrieve utilization data for. You // can use either the fleet ID or ARN value. To retrieve attributes for all // current fleets, do not include this parameter. FleetIds []*string `min:"1" type:"list"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. This parameter // is ignored when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetUtilizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetUtilizationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeFleetUtilizationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeFleetUtilizationInput"} if s.FleetIds != nil && len(s.FleetIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetIds sets the FleetIds field's value. func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput { s.FleetIds = v return s } // SetLimit sets the Limit field's value. func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput { s.NextToken = &v return s } // Represents the returned data in response to a request operation. type DescribeFleetUtilizationOutput struct { _ struct{} `type:"structure"` // A collection of objects containing utilization information for each requested // fleet ID. Utilization objects are returned only for fleets that currently // exist. FleetUtilization []*FleetUtilization `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetUtilizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeFleetUtilizationOutput) GoString() string { return s.String() } // SetFleetUtilization sets the FleetUtilization field's value. func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput { s.FleetUtilization = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput { s.NextToken = &v return s } type DescribeGameServerGroupInput struct { _ struct{} `type:"structure"` // A unique identifier for the game server group. Use either the GameServerGroup // name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerGroupInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerGroupInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameServerGroupInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameServerGroupInput"} if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *DescribeGameServerGroupInput) SetGameServerGroupName(v string) *DescribeGameServerGroupInput { s.GameServerGroupName = &v return s } type DescribeGameServerGroupOutput struct { _ struct{} `type:"structure"` // An object with the property settings for the requested game server group // resource. GameServerGroup *GameServerGroup `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerGroupOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerGroupOutput) GoString() string { return s.String() } // SetGameServerGroup sets the GameServerGroup field's value. func (s *DescribeGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *DescribeGameServerGroupOutput { s.GameServerGroup = v return s } type DescribeGameServerInput struct { _ struct{} `type:"structure"` // A unique identifier for the game server group where the game server is running. // Use either the GameServerGroup name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // A custom string that uniquely identifies the game server information to be // retrieved. // // GameServerId is a required field GameServerId *string `min:"3" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameServerInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameServerInput"} if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.GameServerId == nil { invalidParams.Add(request.NewErrParamRequired("GameServerId")) } if s.GameServerId != nil && len(*s.GameServerId) < 3 { invalidParams.Add(request.NewErrParamMinLen("GameServerId", 3)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *DescribeGameServerInput) SetGameServerGroupName(v string) *DescribeGameServerInput { s.GameServerGroupName = &v return s } // SetGameServerId sets the GameServerId field's value. func (s *DescribeGameServerInput) SetGameServerId(v string) *DescribeGameServerInput { s.GameServerId = &v return s } type DescribeGameServerInstancesInput struct { _ struct{} `type:"structure"` // A unique identifier for the game server group. Use either the GameServerGroup // name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // The EC2 instance IDs that you want to retrieve status on. EC2 instance IDs // use a 17-character format, for example: i-1234567890abcdef0. To retrieve // all instances in the game server group, leave this parameter empty. InstanceIds []*string `min:"1" type:"list"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerInstancesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerInstancesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameServerInstancesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameServerInstancesInput"} if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.InstanceIds != nil && len(s.InstanceIds) < 1 { invalidParams.Add(request.NewErrParamMinLen("InstanceIds", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *DescribeGameServerInstancesInput) SetGameServerGroupName(v string) *DescribeGameServerInstancesInput { s.GameServerGroupName = &v return s } // SetInstanceIds sets the InstanceIds field's value. func (s *DescribeGameServerInstancesInput) SetInstanceIds(v []*string) *DescribeGameServerInstancesInput { s.InstanceIds = v return s } // SetLimit sets the Limit field's value. func (s *DescribeGameServerInstancesInput) SetLimit(v int64) *DescribeGameServerInstancesInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameServerInstancesInput) SetNextToken(v string) *DescribeGameServerInstancesInput { s.NextToken = &v return s } type DescribeGameServerInstancesOutput struct { _ struct{} `type:"structure"` // The collection of requested game server instances. GameServerInstances []*GameServerInstance `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerInstancesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerInstancesOutput) GoString() string { return s.String() } // SetGameServerInstances sets the GameServerInstances field's value. func (s *DescribeGameServerInstancesOutput) SetGameServerInstances(v []*GameServerInstance) *DescribeGameServerInstancesOutput { s.GameServerInstances = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameServerInstancesOutput) SetNextToken(v string) *DescribeGameServerInstancesOutput { s.NextToken = &v return s } type DescribeGameServerOutput struct { _ struct{} `type:"structure"` // Object that describes the requested game server. GameServer *GameServer `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameServerOutput) GoString() string { return s.String() } // SetGameServer sets the GameServer field's value. func (s *DescribeGameServerOutput) SetGameServer(v *GameServer) *DescribeGameServerOutput { s.GameServer = v return s } // Represents the input for a request operation. type DescribeGameSessionDetailsInput struct { _ struct{} `type:"structure"` // A unique identifier for the alias associated with the fleet to retrieve all // game sessions for. You can use either the alias ID or ARN value. AliasId *string `type:"string"` // A unique identifier for the fleet to retrieve all game sessions active on // the fleet. You can use either the fleet ID or ARN value. FleetId *string `type:"string"` // A unique identifier for the game session to retrieve. GameSessionId *string `min:"1" type:"string"` // The 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"` // A fleet location to get game sessions for. You can specify a fleet's home // Region or a remote location. Use the AWS Region code format, such as us-west-2. Location *string `min:"1" type:"string"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses // include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are // transitory). StatusFilter *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionDetailsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionDetailsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameSessionDetailsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionDetailsInput"} if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.StatusFilter != nil && len(*s.StatusFilter) < 1 { invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput { s.AliasId = &v return s } // SetFleetId sets the FleetId field's value. func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput { s.FleetId = &v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput { s.GameSessionId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput { s.Limit = &v return s } // SetLocation sets the Location field's value. func (s *DescribeGameSessionDetailsInput) SetLocation(v string) *DescribeGameSessionDetailsInput { s.Location = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput { s.NextToken = &v return s } // SetStatusFilter sets the StatusFilter field's value. func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput { s.StatusFilter = &v return s } // Represents the returned data in response to a request operation. type DescribeGameSessionDetailsOutput struct { _ struct{} `type:"structure"` // A collection of properties for each game session that matches the request. GameSessionDetails []*GameSessionDetail `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionDetailsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionDetailsOutput) GoString() string { return s.String() } // SetGameSessionDetails sets the GameSessionDetails field's value. func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput { s.GameSessionDetails = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput { s.NextToken = &v return s } // Represents the input for a request operation. type DescribeGameSessionPlacementInput struct { _ struct{} `type:"structure"` // A unique identifier for a game session placement to retrieve. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionPlacementInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionPlacementInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameSessionPlacementInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionPlacementInput"} if s.PlacementId == nil { invalidParams.Add(request.NewErrParamRequired("PlacementId")) } if s.PlacementId != nil && len(*s.PlacementId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetPlacementId sets the PlacementId field's value. func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput { s.PlacementId = &v return s } // Represents the returned data in response to a request operation. type DescribeGameSessionPlacementOutput struct { _ struct{} `type:"structure"` // Object that describes the requested game session placement. GameSessionPlacement *GameSessionPlacement `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionPlacementOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionPlacementOutput) GoString() string { return s.String() } // SetGameSessionPlacement sets the GameSessionPlacement field's value. func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput { s.GameSessionPlacement = v return s } // Represents the input for a request operation. type DescribeGameSessionQueuesInput struct { _ struct{} `type:"structure"` // The maximum number of results to return. Use this parameter with NextToken // to get results as a set of sequential pages. You can request up to 50 results. Limit *int64 `min:"1" type:"integer"` // A list of queue names to retrieve information for. You can use either the // queue ID or ARN value. To request settings for all queues, leave this parameter // empty. Names []*string `type:"list"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionQueuesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionQueuesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameSessionQueuesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionQueuesInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLimit sets the Limit field's value. func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput { s.Limit = &v return s } // SetNames sets the Names field's value. func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput { s.Names = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput { s.NextToken = &v return s } // Represents the returned data in response to a request operation. type DescribeGameSessionQueuesOutput struct { _ struct{} `type:"structure"` // A collection of objects that describe the requested game session queues. GameSessionQueues []*GameSessionQueue `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionQueuesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionQueuesOutput) GoString() string { return s.String() } // SetGameSessionQueues sets the GameSessionQueues field's value. func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput { s.GameSessionQueues = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput { s.NextToken = &v return s } // Represents the input for a request operation. type DescribeGameSessionsInput struct { _ struct{} `type:"structure"` // A unique identifier for the alias associated with the fleet to retrieve game // sessions for. You can use either the alias ID or ARN value. AliasId *string `type:"string"` // A unique identifier for the fleet to retrieve game sessions for. You can // use either the fleet ID or ARN value. FleetId *string `type:"string"` // A unique identifier for the game session to retrieve. GameSessionId *string `min:"1" type:"string"` // The 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"` // A fleet location to get game session details for. You can specify a fleet's // home Region or a remote location. Use the AWS Region code format, such as // us-west-2. Location *string `min:"1" type:"string"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. You can filter on the following // states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are // transitory and used for only very brief periods of time. StatusFilter *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeGameSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionsInput"} if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.StatusFilter != nil && len(*s.StatusFilter) < 1 { invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput { s.AliasId = &v return s } // SetFleetId sets the FleetId field's value. func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput { s.FleetId = &v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput { s.GameSessionId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput { s.Limit = &v return s } // SetLocation sets the Location field's value. func (s *DescribeGameSessionsInput) SetLocation(v string) *DescribeGameSessionsInput { s.Location = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput { s.NextToken = &v return s } // SetStatusFilter sets the StatusFilter field's value. func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput { s.StatusFilter = &v return s } // Represents the returned data in response to a request operation. type DescribeGameSessionsOutput struct { _ struct{} `type:"structure"` // A collection of properties for each game session that matches the request. GameSessions []*GameSession `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeGameSessionsOutput) GoString() string { return s.String() } // SetGameSessions sets the GameSessions field's value. func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput { s.GameSessions = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput { s.NextToken = &v return s } // Represents the input for a request operation. type DescribeInstancesInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to retrieve instance information for. You // can use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // A 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"` // The 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"` // The name of a location to retrieve instance information for, in the form // of an AWS Region code such as us-west-2. Location *string `min:"1" type:"string"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeInstancesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeInstancesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeInstancesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeInstancesInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput { s.FleetId = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput { s.InstanceId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput { s.Limit = &v return s } // SetLocation sets the Location field's value. func (s *DescribeInstancesInput) SetLocation(v string) *DescribeInstancesInput { s.Location = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput { s.NextToken = &v return s } // Represents the returned data in response to a request operation. type DescribeInstancesOutput struct { _ struct{} `type:"structure"` // A collection of objects containing properties for each instance returned. Instances []*Instance `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeInstancesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeInstancesOutput) GoString() string { return s.String() } // SetInstances sets the Instances field's value. func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput { s.Instances = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput { s.NextToken = &v return s } // Represents the input for a request operation. type DescribeMatchmakingConfigurationsInput struct { _ struct{} `type:"structure"` // The maximum number of results to return. Use this parameter with NextToken // to get results as a set of sequential pages. This parameter is limited to // 10. Limit *int64 `min:"1" type:"integer"` // A unique identifier for the matchmaking configuration(s) to retrieve. You // can use either the configuration name or ARN value. To request all existing // configurations, leave this parameter empty. Names []*string `type:"list"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // A unique identifier for the matchmaking rule set. You can use either the // rule set name or ARN value. Use this parameter to retrieve all matchmaking // configurations that use this rule set. RuleSetName *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingConfigurationsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingConfigurationsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeMatchmakingConfigurationsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingConfigurationsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLimit sets the Limit field's value. func (s *DescribeMatchmakingConfigurationsInput) SetLimit(v int64) *DescribeMatchmakingConfigurationsInput { s.Limit = &v return s } // SetNames sets the Names field's value. func (s *DescribeMatchmakingConfigurationsInput) SetNames(v []*string) *DescribeMatchmakingConfigurationsInput { s.Names = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeMatchmakingConfigurationsInput) SetNextToken(v string) *DescribeMatchmakingConfigurationsInput { s.NextToken = &v return s } // SetRuleSetName sets the RuleSetName field's value. func (s *DescribeMatchmakingConfigurationsInput) SetRuleSetName(v string) *DescribeMatchmakingConfigurationsInput { s.RuleSetName = &v return s } // Represents the returned data in response to a request operation. type DescribeMatchmakingConfigurationsOutput struct { _ struct{} `type:"structure"` // A collection of requested matchmaking configurations. Configurations []*MatchmakingConfiguration `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingConfigurationsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingConfigurationsOutput) GoString() string { return s.String() } // SetConfigurations sets the Configurations field's value. func (s *DescribeMatchmakingConfigurationsOutput) SetConfigurations(v []*MatchmakingConfiguration) *DescribeMatchmakingConfigurationsOutput { s.Configurations = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeMatchmakingConfigurationsOutput) SetNextToken(v string) *DescribeMatchmakingConfigurationsOutput { s.NextToken = &v return s } // Represents the input for a request operation. type DescribeMatchmakingInput struct { _ struct{} `type:"structure"` // A unique identifier for a matchmaking ticket. You can include up to 10 ID // values. // // TicketIds is a required field TicketIds []*string `type:"list" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeMatchmakingInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingInput"} if s.TicketIds == nil { invalidParams.Add(request.NewErrParamRequired("TicketIds")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetTicketIds sets the TicketIds field's value. func (s *DescribeMatchmakingInput) SetTicketIds(v []*string) *DescribeMatchmakingInput { s.TicketIds = v return s } // Represents the returned data in response to a request operation. type DescribeMatchmakingOutput struct { _ struct{} `type:"structure"` // A collection of existing matchmaking ticket objects matching the request. TicketList []*MatchmakingTicket `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingOutput) GoString() string { return s.String() } // SetTicketList sets the TicketList field's value. func (s *DescribeMatchmakingOutput) SetTicketList(v []*MatchmakingTicket) *DescribeMatchmakingOutput { s.TicketList = v return s } // Represents the input for a request operation. type DescribeMatchmakingRuleSetsInput struct { _ struct{} `type:"structure"` // The 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"` // A list of one or more matchmaking rule set names to retrieve details for. // (Note: The rule set name is different from the optional "name" field in the // rule set body.) You can use either the rule set name or ARN value. Names []*string `min:"1" type:"list"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingRuleSetsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingRuleSetsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeMatchmakingRuleSetsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingRuleSetsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.Names != nil && len(s.Names) < 1 { invalidParams.Add(request.NewErrParamMinLen("Names", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLimit sets the Limit field's value. func (s *DescribeMatchmakingRuleSetsInput) SetLimit(v int64) *DescribeMatchmakingRuleSetsInput { s.Limit = &v return s } // SetNames sets the Names field's value. func (s *DescribeMatchmakingRuleSetsInput) SetNames(v []*string) *DescribeMatchmakingRuleSetsInput { s.Names = v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeMatchmakingRuleSetsInput) SetNextToken(v string) *DescribeMatchmakingRuleSetsInput { s.NextToken = &v return s } // Represents the returned data in response to a request operation. type DescribeMatchmakingRuleSetsOutput struct { _ struct{} `type:"structure"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // A collection of requested matchmaking rule set objects. // // RuleSets is a required field RuleSets []*MatchmakingRuleSet `type:"list" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingRuleSetsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeMatchmakingRuleSetsOutput) GoString() string { return s.String() } // SetNextToken sets the NextToken field's value. func (s *DescribeMatchmakingRuleSetsOutput) SetNextToken(v string) *DescribeMatchmakingRuleSetsOutput { s.NextToken = &v return s } // SetRuleSets sets the RuleSets field's value. func (s *DescribeMatchmakingRuleSetsOutput) SetRuleSets(v []*MatchmakingRuleSet) *DescribeMatchmakingRuleSetsOutput { s.RuleSets = v return s } // Represents the input for a request operation. type DescribePlayerSessionsInput struct { _ struct{} `type:"structure"` // A unique identifier for the game session to retrieve player sessions for. GameSessionId *string `min:"1" type:"string"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. If a player // session ID is specified, this parameter is ignored. NextToken *string `min:"1" type:"string"` // A unique identifier for a player to retrieve player sessions for. PlayerId *string `min:"1" type:"string"` // A unique identifier for a player session to retrieve. PlayerSessionId *string `type:"string"` // Player session status to filter results on. // // Possible player session statuses include the following: // // * RESERVED -- The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE -- The player has been validated by the server process and is // currently connected. // // * COMPLETED -- The player connection has been dropped. // // * TIMEDOUT -- A player session request was received, but the player did // not connect and/or was not validated within the timeout limit (60 seconds). PlayerSessionStatusFilter *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribePlayerSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribePlayerSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribePlayerSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribePlayerSessionsInput"} if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if s.PlayerSessionStatusFilter != nil && len(*s.PlayerSessionStatusFilter) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerSessionStatusFilter", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionId sets the GameSessionId field's value. func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput { s.GameSessionId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput { s.NextToken = &v return s } // SetPlayerId sets the PlayerId field's value. func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput { s.PlayerId = &v return s } // SetPlayerSessionId sets the PlayerSessionId field's value. func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput { s.PlayerSessionId = &v return s } // SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value. func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput { s.PlayerSessionStatusFilter = &v return s } // Represents the returned data in response to a request operation. type DescribePlayerSessionsOutput struct { _ struct{} `type:"structure"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // A collection of objects containing properties for each player session that // matches the request. PlayerSessions []*PlayerSession `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribePlayerSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribePlayerSessionsOutput) GoString() string { return s.String() } // SetNextToken sets the NextToken field's value. func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput { s.NextToken = &v return s } // SetPlayerSessions sets the PlayerSessions field's value. func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput { s.PlayerSessions = v return s } // Represents the input for a request operation. type DescribeRuntimeConfigurationInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to get the runtime configuration for. You // can use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeRuntimeConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeRuntimeConfigurationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeRuntimeConfigurationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeRuntimeConfigurationInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntimeConfigurationInput { s.FleetId = &v return s } // Represents the returned data in response to a request operation. type DescribeRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` // Instructions that describe how server processes should be launched and maintained // on each instance in the fleet. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeRuntimeConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeRuntimeConfigurationOutput) GoString() string { return s.String() } // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *DescribeRuntimeConfigurationOutput { s.RuntimeConfiguration = v return s } // Represents the input for a request operation. type DescribeScalingPoliciesInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to retrieve scaling policies for. You can // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // The 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"` // CONTENT TODO Location *string `min:"1" type:"string"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Scaling policy status to filter results on. A scaling policy is only in force // when in an ACTIVE status. // // * ACTIVE -- The scaling policy is currently in force. // // * UPDATEREQUESTED -- A request to update the scaling policy has been received. // // * UPDATING -- A change is being made to the scaling policy. // // * DELETEREQUESTED -- A request to delete the scaling policy has been received. // // * DELETING -- The scaling policy is being deleted. // // * DELETED -- The scaling policy has been deleted. // // * ERROR -- An error occurred in creating the policy. It should be removed // and recreated. StatusFilter *string `type:"string" enum:"ScalingStatusType"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeScalingPoliciesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeScalingPoliciesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeScalingPoliciesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeScalingPoliciesInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput { s.FleetId = &v return s } // SetLimit sets the Limit field's value. func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput { s.Limit = &v return s } // SetLocation sets the Location field's value. func (s *DescribeScalingPoliciesInput) SetLocation(v string) *DescribeScalingPoliciesInput { s.Location = &v return s } // SetNextToken sets the NextToken field's value. func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput { s.NextToken = &v return s } // SetStatusFilter sets the StatusFilter field's value. func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput { s.StatusFilter = &v return s } // Represents the returned data in response to a request operation. type DescribeScalingPoliciesOutput struct { _ struct{} `type:"structure"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // A collection of objects containing the scaling policies matching the request. ScalingPolicies []*ScalingPolicy `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeScalingPoliciesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeScalingPoliciesOutput) GoString() string { return s.String() } // SetNextToken sets the NextToken field's value. func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput { s.NextToken = &v return s } // SetScalingPolicies sets the ScalingPolicies field's value. func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput { s.ScalingPolicies = v return s } type DescribeScriptInput struct { _ struct{} `type:"structure"` // A unique identifier for the Realtime script to retrieve properties for. You // can use either the script ID or ARN value. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeScriptInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeScriptInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DescribeScriptInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DescribeScriptInput"} if s.ScriptId == nil { invalidParams.Add(request.NewErrParamRequired("ScriptId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetScriptId sets the ScriptId field's value. func (s *DescribeScriptInput) SetScriptId(v string) *DescribeScriptInput { s.ScriptId = &v return s } type DescribeScriptOutput struct { _ struct{} `type:"structure"` // A set of properties describing the requested script. Script *Script `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeScriptOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeScriptOutput) GoString() string { return s.String() } // SetScript sets the Script field's value. func (s *DescribeScriptOutput) SetScript(v *Script) *DescribeScriptOutput { s.Script = v return s } type DescribeVpcPeeringAuthorizationsInput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeVpcPeeringAuthorizationsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeVpcPeeringAuthorizationsInput) GoString() string { return s.String() } type DescribeVpcPeeringAuthorizationsOutput struct { _ struct{} `type:"structure"` // A collection of objects that describe all valid VPC peering operations for // the current AWS account. VpcPeeringAuthorizations []*VpcPeeringAuthorization `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeVpcPeeringAuthorizationsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeVpcPeeringAuthorizationsOutput) GoString() string { return s.String() } // SetVpcPeeringAuthorizations sets the VpcPeeringAuthorizations field's value. func (s *DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations(v []*VpcPeeringAuthorization) *DescribeVpcPeeringAuthorizationsOutput { s.VpcPeeringAuthorizations = v return s } // Represents the input for a request operation. type DescribeVpcPeeringConnectionsInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet. You can use either the fleet ID or ARN // value. FleetId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeVpcPeeringConnectionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeVpcPeeringConnectionsInput) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *DescribeVpcPeeringConnectionsInput) SetFleetId(v string) *DescribeVpcPeeringConnectionsInput { s.FleetId = &v return s } // Represents the returned data in response to a request operation. type DescribeVpcPeeringConnectionsOutput struct { _ struct{} `type:"structure"` // A collection of VPC peering connection records that match the request. VpcPeeringConnections []*VpcPeeringConnection `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeVpcPeeringConnectionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DescribeVpcPeeringConnectionsOutput) GoString() string { return s.String() } // SetVpcPeeringConnections sets the VpcPeeringConnections field's value. func (s *DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections(v []*VpcPeeringConnection) *DescribeVpcPeeringConnectionsOutput { s.VpcPeeringConnections = v return s } // Player information for use when creating player sessions using a game session // placement request with StartGameSessionPlacement. type DesiredPlayerSession struct { _ struct{} `type:"structure"` // Developer-defined information related to a player. GameLift does not use // this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // A unique identifier for a player to associate with the player session. PlayerId *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DesiredPlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s DesiredPlayerSession) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *DesiredPlayerSession) Validate() error { invalidParams := request.ErrInvalidParams{Context: "DesiredPlayerSession"} if s.PlayerData != nil && len(*s.PlayerData) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerData", 1)) } if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetPlayerData sets the PlayerData field's value. func (s *DesiredPlayerSession) SetPlayerData(v string) *DesiredPlayerSession { s.PlayerData = &v return s } // SetPlayerId sets the PlayerId field's value. func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession { s.PlayerId = &v return s } // Resource capacity settings. Fleet capacity is measured in EC2 instances. // Pending and terminating counts are non-zero when the fleet capacity is adjusting // to a scaling event or if access to resources is temporarily affected. // // EC2 instance counts are part of FleetCapacity. type EC2InstanceCounts struct { _ struct{} `type:"structure"` // Actual number of instances that are ready to host game sessions. ACTIVE *int64 `type:"integer"` // Ideal number of active instances. GameLift will always try to maintain the // desired number of instances. Capacity is scaled up or down by changing the // desired instances. DESIRED *int64 `type:"integer"` // Number of active instances that are not currently hosting a game session. IDLE *int64 `type:"integer"` // The maximum instance count value allowed. MAXIMUM *int64 `type:"integer"` // The minimum instance count value allowed. MINIMUM *int64 `type:"integer"` // Number of instances that are starting but not yet active. PENDING *int64 `type:"integer"` // Number of instances that are no longer active but haven't yet been terminated. TERMINATING *int64 `type:"integer"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s EC2InstanceCounts) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s EC2InstanceCounts) GoString() string { return s.String() } // SetACTIVE sets the ACTIVE field's value. func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts { s.ACTIVE = &v return s } // SetDESIRED sets the DESIRED field's value. func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts { s.DESIRED = &v return s } // SetIDLE sets the IDLE field's value. func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts { s.IDLE = &v return s } // SetMAXIMUM sets the MAXIMUM field's value. func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts { s.MAXIMUM = &v return s } // SetMINIMUM sets the MINIMUM field's value. func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts { s.MINIMUM = &v return s } // SetPENDING sets the PENDING field's value. func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts { s.PENDING = &v return s } // SetTERMINATING sets the TERMINATING field's value. func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts { s.TERMINATING = &v return s } // The GameLift service limits for an EC2 instance type and current utilization. // GameLift allows AWS accounts a maximum number of instances, per instance // type, per AWS Region or location, for use with GameLift. You can request // an limit increase for your account by using the Service limits page in the // GameLift console. // // Related actions // // DescribeEC2InstanceLimits type EC2InstanceLimit struct { _ struct{} `type:"structure"` // The number of instances for the specified type and location that are currently // being used by the AWS account. CurrentInstances *int64 `type:"integer"` // The name of an EC2 instance type. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) // for detailed descriptions. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // The number of instances that is allowed for the specified instance type and // location. InstanceLimit *int64 `type:"integer"` // An AWS Region code, such as us-west-2. Location *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s EC2InstanceLimit) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s EC2InstanceLimit) GoString() string { return s.String() } // SetCurrentInstances sets the CurrentInstances field's value. func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit { s.CurrentInstances = &v return s } // SetEC2InstanceType sets the EC2InstanceType field's value. func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit { s.EC2InstanceType = &v return s } // SetInstanceLimit sets the InstanceLimit field's value. func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit { s.InstanceLimit = &v return s } // SetLocation sets the Location field's value. func (s *EC2InstanceLimit) SetLocation(v string) *EC2InstanceLimit { s.Location = &v return s } // Log entry describing an event that involves GameLift resources (such as a // fleet). In addition to tracking activity, event codes and messages can provide // additional information for troubleshooting and debugging problems. // // Related actions // // DescribeFleetEvents type Event struct { _ struct{} `type:"structure"` // The type of event being logged. // // Fleet creation events (ordered by fleet creation activity): // // * FLEET_CREATED -- A fleet resource was successfully created with a status // of NEW. Event messaging includes the fleet ID. // // * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. // The compressed build has started downloading to a fleet instance for installation. // // * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the // fleet instance. // // * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully // downloaded to an instance, and the build files are now being extracted // from the uploaded build and saved to an instance. Failure at this stage // prevents a fleet from moving to ACTIVE status. Logs for this stage display // a list of the files that are extracted and saved on the instance. Access // the logs by using the URL in PreSignedLogUrl. // // * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were // successfully extracted, and the GameLift is now running the build's install // script (if one is included). Failure in this stage prevents a fleet from // moving to ACTIVE status. Logs for this stage list the installation steps // and whether or not the install completed successfully. Access the logs // by using the URL in PreSignedLogUrl. // // * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, // and the GameLift is now verifying that the game server launch paths, which // are specified in the fleet's runtime configuration, exist. If any listed // launch path exists, GameLift tries to launch a game server process and // waits for the process to report ready. Failures in this stage prevent // a fleet from moving to ACTIVE status. Logs for this stage list the launch // paths in the runtime configuration and indicate whether each is found. // Access the logs by using the URL in PreSignedLogUrl. // // * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. // // * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime // configuration failed because the executable specified in a launch path // does not exist on the instance. // // * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. // // * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime // configuration failed because the executable specified in a launch path // failed to run on the fleet instance. // // * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. // // * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete // one of the steps in the fleet activation process. This event code indicates // that the game build was successfully downloaded to a fleet instance, built, // and validated, but was not able to start a server process. Learn more // at Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation) // // * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to // ACTIVE. The fleet is now ready to host game sessions. // // VPC peering events: // // * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established // between the VPC for an GameLift fleet and a VPC in your AWS account. // // * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. // Event details and status information (see DescribeVpcPeeringConnections) // provide additional detail. A common reason for peering failure is that // the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve // this, change the CIDR block for the VPC in your AWS account. For more // information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html // (https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html) // // * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully // deleted. // // Spot instance events: // // * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with // a two-minute notification. // // Other fleet events: // // * FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings // (desired instances, minimum/maximum scaling limits). Event messaging includes // the new capacity settings. // // * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made // to the fleet's game session protection policy setting. Event messaging // includes both the old and new policy setting. // // * FLEET_DELETED -- A request to delete a fleet was initiated. // // * GENERIC_EVENT -- An unspecified event has occurred. EventCode *string `type:"string" enum:"EventCode"` // A 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"` // Additional information related to the event. Message *string `min:"1" type:"string"` // Location of stored logs with additional detail that is related to the event. // This is useful for debugging issues. The URL is valid for 15 minutes. You // can also access fleet creation logs through the GameLift console. PreSignedLogUrl *string `min:"1" type:"string"` // A unique identifier for an event resource, such as a fleet ID. ResourceId *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Event) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Event) GoString() string { return s.String() } // SetEventCode sets the EventCode field's value. func (s *Event) SetEventCode(v string) *Event { s.EventCode = &v return s } // SetEventId sets the EventId field's value. func (s *Event) SetEventId(v string) *Event { s.EventId = &v return s } // SetEventTime sets the EventTime field's value. func (s *Event) SetEventTime(v time.Time) *Event { s.EventTime = &v return s } // SetMessage sets the Message field's value. func (s *Event) SetMessage(v string) *Event { s.Message = &v return s } // SetPreSignedLogUrl sets the PreSignedLogUrl field's value. func (s *Event) SetPreSignedLogUrl(v string) *Event { s.PreSignedLogUrl = &v return s } // SetResourceId sets the ResourceId field's value. func (s *Event) SetResourceId(v string) *Event { s.ResourceId = &v return s } // A list of fleet locations where a game session queue can place new game sessions. // You can use a filter to temporarily turn off placements for specific locations. // For queues that have multi-location fleets, you can use a filter configuration // allow placement with some, but not all of these locations. // // Filter configurations are part of a GameSessionQueue. type FilterConfiguration struct { _ struct{} `type:"structure"` // A list of locations to allow game session placement in, in the form of AWS // Region codes such as us-west-2. AllowedLocations []*string `min:"1" type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s FilterConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s FilterConfiguration) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *FilterConfiguration) Validate() error { invalidParams := request.ErrInvalidParams{Context: "FilterConfiguration"} if s.AllowedLocations != nil && len(s.AllowedLocations) < 1 { invalidParams.Add(request.NewErrParamMinLen("AllowedLocations", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAllowedLocations sets the AllowedLocations field's value. func (s *FilterConfiguration) SetAllowedLocations(v []*string) *FilterConfiguration { s.AllowedLocations = v return s } // Describes a GameLift fleet of game hosting resources. // // Related actions // // CreateFleet | DescribeFleetAttributes type FleetAttributes struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift build resource that is deployed on instances // in this fleet. In a GameLift build ARN, the resource ID matches the BuildId // value. BuildArn *string `type:"string"` // A unique identifier for the build resource that is deployed on instances // in this fleet. BuildId *string `type:"string"` // Indicates whether a TLS/SSL certificate was generated for the fleet. CertificateConfiguration *CertificateConfiguration `type:"structure"` // A 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"` // A human-readable description of the fleet. Description *string `min:"1" type:"string"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. // In a GameLift fleet ARN, the resource ID matches the FleetId value. FleetArn *string `type:"string"` // A unique identifier for the fleet. FleetId *string `type:"string"` // The kind of instances, On-Demand or Spot, that this fleet uses. FleetType *string `type:"string" enum:"FleetType"` // A unique identifier for an AWS IAM role that manages access to your AWS services. // With an instance role ARN set, any application that runs on an instance in // this fleet can assume the role, including install scripts, server processes, // and daemons (background processes). Create a role or look up a role's ARN // by using the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS // Management Console. Learn more about using on-box credentials for your game // servers at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). InstanceRoleArn *string `min:"1" type:"string"` // The EC2 instance type that determines the computing resources of each instance // in the fleet. Instance type defines the CPU, memory, storage, and networking // capacity. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) // for detailed descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` // This parameter is no longer used. Game session log paths are now defined // using the GameLift server API ProcessReady() logParameters. See more information // in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). LogPaths []*string `type:"list"` // Name of a metric group that metrics for this fleet are added to. In Amazon // CloudWatch, you can view aggregated metrics for fleets that are in a metric // group. A fleet can be included in only one metric group at a time. MetricGroups []*string `type:"list"` // A descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` // The type of game session protection to set on all new instances that are // 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"` // The operating system of the fleet's computing resources. A fleet's operating // system is determined by the OS of the build or script that is deployed on // this fleet. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // The fleet policy that limits the number of game sessions an individual player // can create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift script resource that is deployed on instances // in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId // value. ScriptArn *string `type:"string"` // A unique identifier for the Realtime script resource that is deployed on // instances in this fleet. ScriptId *string `type:"string"` // This parameter is no longer used. Server launch parameters are now defined // using the fleet's RuntimeConfiguration parameter. Requests that use this // parameter instead continue to be valid. ServerLaunchParameters *string `min:"1" type:"string"` // This parameter is no longer used. Server launch paths are now defined using // the fleet's RuntimeConfiguration parameter. Requests that use this parameter // instead continue to be valid. 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 -- GameLift is setting up // the new fleet, creating new instances with the game build or Realtime // script 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"` // A list of fleet activity that has been suspended using StopFleetActions. // This includes fleet auto-scaling. StoppedActions []*string `min:"1" type:"list"` // A 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s FleetAttributes) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s FleetAttributes) GoString() string { return s.String() } // SetBuildArn sets the BuildArn field's value. func (s *FleetAttributes) SetBuildArn(v string) *FleetAttributes { s.BuildArn = &v return s } // SetBuildId sets the BuildId field's value. func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes { s.BuildId = &v return s } // SetCertificateConfiguration sets the CertificateConfiguration field's value. func (s *FleetAttributes) SetCertificateConfiguration(v *CertificateConfiguration) *FleetAttributes { s.CertificateConfiguration = v return s } // SetCreationTime sets the CreationTime field's value. func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes { s.CreationTime = &v return s } // SetDescription sets the Description field's value. func (s *FleetAttributes) SetDescription(v string) *FleetAttributes { s.Description = &v return s } // SetFleetArn sets the FleetArn field's value. func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes { s.FleetId = &v return s } // SetFleetType sets the FleetType field's value. func (s *FleetAttributes) SetFleetType(v string) *FleetAttributes { s.FleetType = &v return s } // SetInstanceRoleArn sets the InstanceRoleArn field's value. func (s *FleetAttributes) SetInstanceRoleArn(v string) *FleetAttributes { s.InstanceRoleArn = &v return s } // SetInstanceType sets the InstanceType field's value. func (s *FleetAttributes) SetInstanceType(v string) *FleetAttributes { s.InstanceType = &v return s } // SetLogPaths sets the LogPaths field's value. func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes { s.LogPaths = v return s } // SetMetricGroups sets the MetricGroups field's value. func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes { s.MetricGroups = v return s } // SetName sets the Name field's value. func (s *FleetAttributes) SetName(v string) *FleetAttributes { s.Name = &v return s } // SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value. func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes { s.NewGameSessionProtectionPolicy = &v return s } // SetOperatingSystem sets the OperatingSystem field's value. func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes { s.OperatingSystem = &v return s } // SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value. func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes { s.ResourceCreationLimitPolicy = v return s } // SetScriptArn sets the ScriptArn field's value. func (s *FleetAttributes) SetScriptArn(v string) *FleetAttributes { s.ScriptArn = &v return s } // SetScriptId sets the ScriptId field's value. func (s *FleetAttributes) SetScriptId(v string) *FleetAttributes { s.ScriptId = &v return s } // SetServerLaunchParameters sets the ServerLaunchParameters field's value. func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes { s.ServerLaunchParameters = &v return s } // SetServerLaunchPath sets the ServerLaunchPath field's value. func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes { s.ServerLaunchPath = &v return s } // SetStatus sets the Status field's value. func (s *FleetAttributes) SetStatus(v string) *FleetAttributes { s.Status = &v return s } // SetStoppedActions sets the StoppedActions field's value. func (s *FleetAttributes) SetStoppedActions(v []*string) *FleetAttributes { s.StoppedActions = v return s } // SetTerminationTime sets the TerminationTime field's value. func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes { s.TerminationTime = &v return s } // Current resource capacity settings in a specified fleet or location. The // location value might refer to a fleet's remote location or its home Region. // // Related actions // // DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity type FleetCapacity struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet associated with the location. FleetId *string `type:"string"` // The current instance count and capacity settings for the fleet location. InstanceCounts *EC2InstanceCounts `type:"structure"` // The EC2 instance type that is used for all instances in a fleet. The instance // type determines the computing resources in use, including CPU, memory, storage, // and networking capacity. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) // for detailed descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` // The fleet location for the instance count information, expressed as an AWS // Region code, such as us-west-2. Location *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s FleetCapacity) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s FleetCapacity) GoString() string { return s.String() } // SetFleetArn sets the FleetArn field's value. func (s *FleetCapacity) SetFleetArn(v string) *FleetCapacity { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity { s.FleetId = &v return s } // SetInstanceCounts sets the InstanceCounts field's value. func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity { s.InstanceCounts = v return s } // SetInstanceType sets the InstanceType field's value. func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity { s.InstanceType = &v return s } // SetLocation sets the Location field's value. func (s *FleetCapacity) SetLocation(v string) *FleetCapacity { s.Location = &v return s } // The specified fleet has no available instances to fulfill a CreateGameSession // request. Clients can retry such requests immediately or after a waiting period. type FleetCapacityExceededException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s FleetCapacityExceededException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s FleetCapacityExceededException) GoString() string { return s.String() } func newErrorFleetCapacityExceededException(v protocol.ResponseMetadata) error { return &FleetCapacityExceededException{ RespMetadata: v, } } // Code returns the exception type name. func (s *FleetCapacityExceededException) Code() string { return "FleetCapacityExceededException" } // Message returns the exception's message. func (s *FleetCapacityExceededException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *FleetCapacityExceededException) OrigErr() error { return nil } func (s *FleetCapacityExceededException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *FleetCapacityExceededException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *FleetCapacityExceededException) RequestID() string { return s.RespMetadata.RequestID } // Current resource utilization statistics in a specified fleet or location. // The location value might refer to a fleet's remote location or its home Region. // // Related actions // // DescribeFleetUtilization | DescribeFleetLocationUtilization type FleetUtilization struct { _ struct{} `type:"structure"` // The number of active game sessions that are currently being hosted across // all instances in the fleet location. ActiveGameSessionCount *int64 `type:"integer"` // The number of server processes in ACTIVE status that are currently running // across all instances in the fleet location. ActiveServerProcessCount *int64 `type:"integer"` // The number of active player sessions that are currently being hosted across // all instances in the fleet location. CurrentPlayerSessionCount *int64 `type:"integer"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet associated with the location. FleetId *string `type:"string"` // The fleet location for the fleet utilization information, expressed as an // AWS Region code, such as us-west-2. Location *string `min:"1" type:"string"` // The maximum number of players allowed across all game sessions that are currently // being hosted across all instances in the fleet location. MaximumPlayerSessionCount *int64 `type:"integer"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s FleetUtilization) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s FleetUtilization) GoString() string { return s.String() } // SetActiveGameSessionCount sets the ActiveGameSessionCount field's value. func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization { s.ActiveGameSessionCount = &v return s } // SetActiveServerProcessCount sets the ActiveServerProcessCount field's value. func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization { s.ActiveServerProcessCount = &v return s } // SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value. func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization { s.CurrentPlayerSessionCount = &v return s } // SetFleetArn sets the FleetArn field's value. func (s *FleetUtilization) SetFleetArn(v string) *FleetUtilization { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization { s.FleetId = &v return s } // SetLocation sets the Location field's value. func (s *FleetUtilization) SetLocation(v string) *FleetUtilization { s.Location = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization { s.MaximumPlayerSessionCount = &v return s } // Set of key-value pairs that contain information about a game session. When // included in a game session request, these properties communicate details // to be used when setting up the new game session. For example, a game property // might specify a game mode, level, or map. Game properties are passed to the // game server process when initiating a new game session. For more information, // see the GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create). type GameProperty struct { _ struct{} `type:"structure"` // The game property identifier. // // Key is a required field Key *string `type:"string" required:"true"` // The game property value. // // Value is a required field Value *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameProperty) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameProperty) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GameProperty) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GameProperty"} if s.Key == nil { invalidParams.Add(request.NewErrParamRequired("Key")) } if s.Value == nil { invalidParams.Add(request.NewErrParamRequired("Value")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetKey sets the Key field's value. func (s *GameProperty) SetKey(v string) *GameProperty { s.Key = &v return s } // SetValue sets the Value field's value. func (s *GameProperty) SetValue(v string) *GameProperty { s.Value = &v return s } // This data type is used with the GameLift FleetIQ and game server groups. // // Properties describing a game server that is running on an instance in a GameServerGroup. // // A game server is created by a successful call to RegisterGameServer and deleted // by calling DeregisterGameServer. A game server is claimed to host a game // session by calling ClaimGameServer. // // Related actions // // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) type GameServer struct { _ struct{} `type:"structure"` // Indicates when an available game server has been reserved for gameplay but // has not yet started hosting a game. Once it is claimed, the game server remains // in CLAIMED status for a maximum of one minute. During this time, game clients // connect to the game server to start the game and trigger the game server // to update its utilization status. After one minute, the game server claim // status reverts to null. ClaimStatus *string `type:"string" enum:"GameServerClaimStatus"` // The port and IP address that must be used to establish a client connection // to the game server. ConnectionInfo *string `min:"1" type:"string"` // A set of custom game server properties, formatted as a single string value. // This data is passed to a game client or service when it requests information // on game servers using ListGameServers or ClaimGameServer. GameServerData *string `min:"1" type:"string"` // The ARN identifier for the game server group where the game server is located. GameServerGroupArn *string `min:"1" type:"string"` // A unique identifier for the game server group where the game server is running. // Use either the GameServerGroup name or ARN value. GameServerGroupName *string `min:"1" type:"string"` // A custom string that uniquely identifies the game server. Game server IDs // are developer-defined and are unique across all game server groups in an // AWS account. GameServerId *string `min:"3" type:"string"` // The unique identifier for the instance where the game server is running. // This ID is available in the instance metadata. EC2 instance IDs use a 17-character // format, for example: i-1234567890abcdef0. InstanceId *string `min:"19" type:"string"` // Timestamp that indicates the last time the game server was claimed with a // ClaimGameServer request. The format is a number expressed in Unix time as // milliseconds (for example "1469498468.057"). This value is used to calculate // when a claimed game server's status should revert to null. LastClaimTime *time.Time `type:"timestamp"` // Timestamp that indicates the last time the game server was updated with health // status using an UpdateGameServer request. The format is a number expressed // in Unix time as milliseconds (for example "1469498468.057"). After game server // registration, this property is only changed when a game server update specifies // a health check value. LastHealthCheckTime *time.Time `type:"timestamp"` // Timestamp that indicates when the game server was created with a RegisterGameServer // request. The format is a number expressed in Unix time as milliseconds (for // example "1469498468.057"). RegistrationTime *time.Time `type:"timestamp"` // Indicates whether the game server is currently available for new games or // is busy. Possible statuses include: // // * AVAILABLE - The game server is available to be claimed. A game server // that has been claimed remains in this status until it reports game hosting // activity. // // * UTILIZED - The game server is currently hosting a game session with // players. UtilizationStatus *string `type:"string" enum:"GameServerUtilizationStatus"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameServer) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameServer) GoString() string { return s.String() } // SetClaimStatus sets the ClaimStatus field's value. func (s *GameServer) SetClaimStatus(v string) *GameServer { s.ClaimStatus = &v return s } // SetConnectionInfo sets the ConnectionInfo field's value. func (s *GameServer) SetConnectionInfo(v string) *GameServer { s.ConnectionInfo = &v return s } // SetGameServerData sets the GameServerData field's value. func (s *GameServer) SetGameServerData(v string) *GameServer { s.GameServerData = &v return s } // SetGameServerGroupArn sets the GameServerGroupArn field's value. func (s *GameServer) SetGameServerGroupArn(v string) *GameServer { s.GameServerGroupArn = &v return s } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *GameServer) SetGameServerGroupName(v string) *GameServer { s.GameServerGroupName = &v return s } // SetGameServerId sets the GameServerId field's value. func (s *GameServer) SetGameServerId(v string) *GameServer { s.GameServerId = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *GameServer) SetInstanceId(v string) *GameServer { s.InstanceId = &v return s } // SetLastClaimTime sets the LastClaimTime field's value. func (s *GameServer) SetLastClaimTime(v time.Time) *GameServer { s.LastClaimTime = &v return s } // SetLastHealthCheckTime sets the LastHealthCheckTime field's value. func (s *GameServer) SetLastHealthCheckTime(v time.Time) *GameServer { s.LastHealthCheckTime = &v return s } // SetRegistrationTime sets the RegistrationTime field's value. func (s *GameServer) SetRegistrationTime(v time.Time) *GameServer { s.RegistrationTime = &v return s } // SetUtilizationStatus sets the UtilizationStatus field's value. func (s *GameServer) SetUtilizationStatus(v string) *GameServer { s.UtilizationStatus = &v return s } // This data type is used with the GameLift FleetIQ and game server groups. // // Properties that describe a game server group resource. A game server group // manages certain properties related to a corresponding EC2 Auto Scaling group. // // A game server group is created by a successful call to CreateGameServerGroup // and deleted by calling DeleteGameServerGroup. Game server group activity // can be temporarily suspended and resumed by calling SuspendGameServerGroup // and ResumeGameServerGroup, respectively. // // Related actions // // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) type GameServerGroup struct { _ struct{} `type:"structure"` // A generated unique ID for the EC2 Auto Scaling group that is associated with // this game server group. AutoScalingGroupArn *string `type:"string"` // Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand // Instances in the game server group. Method options include the following: // // * SPOT_ONLY - Only Spot Instances are used in the game server group. If // Spot Instances are unavailable or not viable for game hosting, the game // server group provides no hosting capacity until Spot Instances can again // be used. Until then, no new instances are started, and the existing nonviable // Spot Instances are terminated (after current gameplay ends) and are not // replaced. // // * SPOT_PREFERRED - (default value) Spot Instances are used whenever available // in the game server group. If Spot Instances are unavailable, the game // server group continues to provide hosting capacity by falling back to // On-Demand Instances. Existing nonviable Spot Instances are terminated // (after current gameplay ends) and are replaced with new On-Demand Instances. // // * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server // group. No Spot Instances are used, even when available, while this balancing // strategy is in force. BalancingStrategy *string `type:"string" enum:"BalancingStrategy"` // A 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"` // A generated unique ID for the game server group. GameServerGroupArn *string `min:"1" type:"string"` // A developer-defined identifier for the game server group. The name is unique // for each Region in each AWS account. GameServerGroupName *string `min:"1" type:"string"` // A flag that indicates whether instances in the game server group are protected // from early termination. Unprotected instances that have active game servers // running might be terminated during a scale-down event, causing players to // be dropped from the game. Protected instances cannot be terminated while // there are active game servers running except in the event of a forced game // server group deletion (see ). An exception to this is with Spot Instances, // which can be terminated by AWS regardless of protection status. GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"` // The set of EC2 instance types that GameLift FleetIQ can use when balancing // and automatically scaling instances in the corresponding Auto Scaling group. InstanceDefinitions []*InstanceDefinition `min:"2" type:"list"` // A timestamp that indicates when this game server group was last updated. LastUpdatedTime *time.Time `type:"timestamp"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling // groups. RoleArn *string `min:"1" type:"string"` // The current status of the game server group. Possible statuses include: // // * NEW - GameLift FleetIQ has validated the CreateGameServerGroup() request. // // * ACTIVATING - GameLift FleetIQ is setting up a game server group, which // includes creating an Auto Scaling group in your AWS account. // // * ACTIVE - The game server group has been successfully created. // // * DELETE_SCHEDULED - A request to delete the game server group has been // received. // // * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup() // request and is processing it. GameLift FleetIQ must first complete and // release hosts before it deletes the Auto Scaling group and the game server // group. // // * DELETED - The game server group has been successfully deleted. // // * ERROR - The asynchronous processes of activating or deleting a game // server group has failed, resulting in an error state. Status *string `type:"string" enum:"GameServerGroupStatus"` // Additional information about the current game server group status. This information // might provide additional insight on groups that are in ERROR status. StatusReason *string `min:"1" type:"string"` // A list of activities that are currently suspended for this game server group. // If this property is empty, all activities are occurring. SuspendedActions []*string `min:"1" type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameServerGroup) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameServerGroup) GoString() string { return s.String() } // SetAutoScalingGroupArn sets the AutoScalingGroupArn field's value. func (s *GameServerGroup) SetAutoScalingGroupArn(v string) *GameServerGroup { s.AutoScalingGroupArn = &v return s } // SetBalancingStrategy sets the BalancingStrategy field's value. func (s *GameServerGroup) SetBalancingStrategy(v string) *GameServerGroup { s.BalancingStrategy = &v return s } // SetCreationTime sets the CreationTime field's value. func (s *GameServerGroup) SetCreationTime(v time.Time) *GameServerGroup { s.CreationTime = &v return s } // SetGameServerGroupArn sets the GameServerGroupArn field's value. func (s *GameServerGroup) SetGameServerGroupArn(v string) *GameServerGroup { s.GameServerGroupArn = &v return s } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *GameServerGroup) SetGameServerGroupName(v string) *GameServerGroup { s.GameServerGroupName = &v return s } // SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value. func (s *GameServerGroup) SetGameServerProtectionPolicy(v string) *GameServerGroup { s.GameServerProtectionPolicy = &v return s } // SetInstanceDefinitions sets the InstanceDefinitions field's value. func (s *GameServerGroup) SetInstanceDefinitions(v []*InstanceDefinition) *GameServerGroup { s.InstanceDefinitions = v return s } // SetLastUpdatedTime sets the LastUpdatedTime field's value. func (s *GameServerGroup) SetLastUpdatedTime(v time.Time) *GameServerGroup { s.LastUpdatedTime = &v return s } // SetRoleArn sets the RoleArn field's value. func (s *GameServerGroup) SetRoleArn(v string) *GameServerGroup { s.RoleArn = &v return s } // SetStatus sets the Status field's value. func (s *GameServerGroup) SetStatus(v string) *GameServerGroup { s.Status = &v return s } // SetStatusReason sets the StatusReason field's value. func (s *GameServerGroup) SetStatusReason(v string) *GameServerGroup { s.StatusReason = &v return s } // SetSuspendedActions sets the SuspendedActions field's value. func (s *GameServerGroup) SetSuspendedActions(v []*string) *GameServerGroup { s.SuspendedActions = v return s } // This data type is used with the GameLift FleetIQ and game server groups. // // Configuration settings for intelligent automatic scaling that uses target // tracking. These settings are used to add an Auto Scaling policy when creating // the corresponding Auto Scaling group with CreateGameServerGroup. After the // Auto Scaling group is created, all updates to Auto Scaling policies, including // changing this policy and adding or removing other policies, is done directly // on the Auto Scaling group. type GameServerGroupAutoScalingPolicy struct { _ struct{} `type:"structure"` // Length of time, in seconds, it takes for a new instance to start new game // server processes and register with GameLift FleetIQ. Specifying a warm-up // time can be useful, particularly with game servers that take a long time // to start up, because it avoids prematurely starting new instances. EstimatedInstanceWarmup *int64 `min:"1" type:"integer"` // Settings for a target-based scaling policy applied to Auto Scaling group. // These settings are used to create a target-based policy that tracks the GameLift // FleetIQ metric "PercentUtilizedGameServers" and specifies a target value // for the metric. As player usage changes, the policy triggers to adjust the // game server group capacity so that the metric returns to the target value. // // TargetTrackingConfiguration is a required field TargetTrackingConfiguration *TargetTrackingConfiguration `type:"structure" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameServerGroupAutoScalingPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameServerGroupAutoScalingPolicy) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GameServerGroupAutoScalingPolicy) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GameServerGroupAutoScalingPolicy"} if s.EstimatedInstanceWarmup != nil && *s.EstimatedInstanceWarmup < 1 { invalidParams.Add(request.NewErrParamMinValue("EstimatedInstanceWarmup", 1)) } if s.TargetTrackingConfiguration == nil { invalidParams.Add(request.NewErrParamRequired("TargetTrackingConfiguration")) } if s.TargetTrackingConfiguration != nil { if err := s.TargetTrackingConfiguration.Validate(); err != nil { invalidParams.AddNested("TargetTrackingConfiguration", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetEstimatedInstanceWarmup sets the EstimatedInstanceWarmup field's value. func (s *GameServerGroupAutoScalingPolicy) SetEstimatedInstanceWarmup(v int64) *GameServerGroupAutoScalingPolicy { s.EstimatedInstanceWarmup = &v return s } // SetTargetTrackingConfiguration sets the TargetTrackingConfiguration field's value. func (s *GameServerGroupAutoScalingPolicy) SetTargetTrackingConfiguration(v *TargetTrackingConfiguration) *GameServerGroupAutoScalingPolicy { s.TargetTrackingConfiguration = v return s } // This data type is used with the GameLift FleetIQ and game server groups. // // Additional properties, including status, that describe an EC2 instance in // a game server group. Instance configurations are set with game server group // properties (see DescribeGameServerGroup and with the EC2 launch template // that was used when creating the game server group. // // Retrieve game server instances for a game server group by calling DescribeGameServerInstances. // // Related actions // // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) type GameServerInstance struct { _ struct{} `type:"structure"` // A generated unique identifier for the game server group that includes the // game server instance. GameServerGroupArn *string `min:"1" type:"string"` // A developer-defined identifier for the game server group that includes the // game server instance. The name is unique for each Region in each AWS account. GameServerGroupName *string `min:"1" type:"string"` // The unique identifier for the instance where the game server is running. // This ID is available in the instance metadata. EC2 instance IDs use a 17-character // format, for example: i-1234567890abcdef0. InstanceId *string `min:"19" type:"string"` // Current status of the game server instance. // // * ACTIVE -- The instance is viable for hosting game servers. // // * DRAINING -- The instance is not viable for hosting game servers. Existing // game servers are in the process of ending, and new game servers are not // started on this instance unless no other resources are available. When // the instance is put in DRAINING, a new instance is started up to replace // it. Once the instance has no UTILIZED game servers, it will be terminated // in favor of the new instance. // // * SPOT_TERMINATING -- The instance is in the process of shutting down // due to a Spot instance interruption. No new game servers are started on // this instance. InstanceStatus *string `type:"string" enum:"GameServerInstanceStatus"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameServerInstance) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameServerInstance) GoString() string { return s.String() } // SetGameServerGroupArn sets the GameServerGroupArn field's value. func (s *GameServerInstance) SetGameServerGroupArn(v string) *GameServerInstance { s.GameServerGroupArn = &v return s } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *GameServerInstance) SetGameServerGroupName(v string) *GameServerInstance { s.GameServerGroupName = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *GameServerInstance) SetInstanceId(v string) *GameServerInstance { s.InstanceId = &v return s } // SetInstanceStatus sets the InstanceStatus field's value. func (s *GameServerInstance) SetInstanceStatus(v string) *GameServerInstance { s.InstanceStatus = &v return s } // Properties describing a game session. // // A game session in ACTIVE status can host players. When a game session ends, // its status is set to TERMINATED. // // Once the session ends, the game session object is retained for 30 days. This // means you can reuse idempotency token values after this time. Game session // logs are retained for 14 days. // // Related actions // // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type GameSession struct { _ struct{} `type:"structure"` // A 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"` // A 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"` // The DNS identifier assigned to the instance that is running the game session. // Values have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. // // * Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) // // When connecting to a game session that is running on a TLS-enabled fleet, // you must use the DNS name, not the IP address. DnsName *string `type:"string"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift fleet that this game session is running on. FleetArn *string `type:"string"` // A unique identifier for the fleet that the game session is running on. FleetId *string `type:"string"` // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session. You can search for active game // sessions based on this custom data with SearchGameSessions. GameProperties []*GameProperty `type:"list"` // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session. GameSessionData *string `min:"1" type:"string"` // A unique identifier for the game session. A game session ARN has the following // format: arn:aws:gamelift:::gamesession//. GameSessionId *string `min:"1" type:"string"` // The IP address of the game session. To connect to a GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // The fleet location where the game session is running. This value might specify // the fleet's home Region or a remote location. Location is expressed as an // AWS Region code such as us-west-2. Location *string `min:"1" type:"string"` // Information about the matchmaking process that was used to create the game // session. It is in JSON syntax, formatted as a string. In addition the matchmaking // configuration used, it contains data on all players assigned to the match, // including player attributes and team assignments. For more details on matchmaker // data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). // Matchmaker data is useful when requesting match backfills, and is updated // whenever new players are added during a successful backfill (see StartMatchBackfill). MatchmakerData *string `min:"1" type:"string"` // The maximum number of players that can be connected simultaneously to the // game session. MaximumPlayerSessionCount *int64 `type:"integer"` // A 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"` // The port number for the game session. To connect to a GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the game session. A game session must have an ACTIVE status // to have player sessions. Status *string `type:"string" enum:"GameSessionStatus"` // Provides additional information about game session status. INTERRUPTED indicates // that the game session was hosted on a spot instance that was reclaimed, causing // the active game session to be terminated. StatusReason *string `type:"string" enum:"GameSessionStatusReason"` // A 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSession) GoString() string { return s.String() } // SetCreationTime sets the CreationTime field's value. func (s *GameSession) SetCreationTime(v time.Time) *GameSession { s.CreationTime = &v return s } // SetCreatorId sets the CreatorId field's value. func (s *GameSession) SetCreatorId(v string) *GameSession { s.CreatorId = &v return s } // SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value. func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession { s.CurrentPlayerSessionCount = &v return s } // SetDnsName sets the DnsName field's value. func (s *GameSession) SetDnsName(v string) *GameSession { s.DnsName = &v return s } // SetFleetArn sets the FleetArn field's value. func (s *GameSession) SetFleetArn(v string) *GameSession { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *GameSession) SetFleetId(v string) *GameSession { s.FleetId = &v return s } // SetGameProperties sets the GameProperties field's value. func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession { s.GameProperties = v return s } // SetGameSessionData sets the GameSessionData field's value. func (s *GameSession) SetGameSessionData(v string) *GameSession { s.GameSessionData = &v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *GameSession) SetGameSessionId(v string) *GameSession { s.GameSessionId = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *GameSession) SetIpAddress(v string) *GameSession { s.IpAddress = &v return s } // SetLocation sets the Location field's value. func (s *GameSession) SetLocation(v string) *GameSession { s.Location = &v return s } // SetMatchmakerData sets the MatchmakerData field's value. func (s *GameSession) SetMatchmakerData(v string) *GameSession { s.MatchmakerData = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession { s.MaximumPlayerSessionCount = &v return s } // SetName sets the Name field's value. func (s *GameSession) SetName(v string) *GameSession { s.Name = &v return s } // SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value. func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession { s.PlayerSessionCreationPolicy = &v return s } // SetPort sets the Port field's value. func (s *GameSession) SetPort(v int64) *GameSession { s.Port = &v return s } // SetStatus sets the Status field's value. func (s *GameSession) SetStatus(v string) *GameSession { s.Status = &v return s } // SetStatusReason sets the StatusReason field's value. func (s *GameSession) SetStatusReason(v string) *GameSession { s.StatusReason = &v return s } // SetTerminationTime sets the TerminationTime field's value. func (s *GameSession) SetTerminationTime(v time.Time) *GameSession { s.TerminationTime = &v return s } // Connection information for a new game session that is created in response // to a StartMatchmaking request. Once a match is made, the FlexMatch engine // creates a new game session for it. This information, including the game session // endpoint and player sessions for each player in the original matchmaking // request, is added to the MatchmakingTicket, which can be retrieved by calling // DescribeMatchmaking. type GameSessionConnectionInfo struct { _ struct{} `type:"structure"` // The DNS identifier assigned to the instance that is running the game session. // Values have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. // // * Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) // // When connecting to a game session that is running on a TLS-enabled fleet, // you must use the DNS name, not the IP address. DnsName *string `type:"string"` // A unique identifier for the game session. Use the game session ID. GameSessionArn *string `min:"1" type:"string"` // The IP address of the game session. To connect to a GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // A collection of player session IDs, one for each player ID that was included // in the original matchmaking request. MatchedPlayerSessions []*MatchedPlayerSession `type:"list"` // The port number for the game session. To connect to a GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionConnectionInfo) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionConnectionInfo) GoString() string { return s.String() } // SetDnsName sets the DnsName field's value. func (s *GameSessionConnectionInfo) SetDnsName(v string) *GameSessionConnectionInfo { s.DnsName = &v return s } // SetGameSessionArn sets the GameSessionArn field's value. func (s *GameSessionConnectionInfo) SetGameSessionArn(v string) *GameSessionConnectionInfo { s.GameSessionArn = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *GameSessionConnectionInfo) SetIpAddress(v string) *GameSessionConnectionInfo { s.IpAddress = &v return s } // SetMatchedPlayerSessions sets the MatchedPlayerSessions field's value. func (s *GameSessionConnectionInfo) SetMatchedPlayerSessions(v []*MatchedPlayerSession) *GameSessionConnectionInfo { s.MatchedPlayerSessions = v return s } // SetPort sets the Port field's value. func (s *GameSessionConnectionInfo) SetPort(v int64) *GameSessionConnectionInfo { s.Port = &v return s } // A game session's properties plus the protection policy currently in force. type GameSessionDetail struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionDetail) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionDetail) GoString() string { return s.String() } // SetGameSession sets the GameSession field's value. func (s *GameSessionDetail) SetGameSession(v *GameSession) *GameSessionDetail { s.GameSession = v return s } // SetProtectionPolicy sets the ProtectionPolicy field's value. func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail { s.ProtectionPolicy = &v return s } // 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. type GameSessionFullException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionFullException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionFullException) GoString() string { return s.String() } func newErrorGameSessionFullException(v protocol.ResponseMetadata) error { return &GameSessionFullException{ RespMetadata: v, } } // Code returns the exception type name. func (s *GameSessionFullException) Code() string { return "GameSessionFullException" } // Message returns the exception's message. func (s *GameSessionFullException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *GameSessionFullException) OrigErr() error { return nil } func (s *GameSessionFullException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *GameSessionFullException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *GameSessionFullException) RequestID() string { return s.RespMetadata.RequestID } // 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 type GameSessionPlacement struct { _ struct{} `type:"structure"` // The DNS identifier assigned to the instance that is running the game session. // Values have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. // // * Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) // // When connecting to a game session that is running on a TLS-enabled fleet, // you must use the DNS name, not the IP address. DnsName *string `type:"string"` // Time stamp indicating when this request was completed, canceled, or timed // out. EndTime *time.Time `type:"timestamp"` // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` // Identifier for the game session created by this placement request. This value // is set once the new game session is placed (placement status is FULFILLED). // This identifier is unique across all Regions. You can use this value as a // GameSessionId value as needed. GameSessionArn *string `min:"1" type:"string"` // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // A 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"` // A descriptive label that is associated with a game session. Session names // do not need to be unique. GameSessionName *string `min:"1" type:"string"` // A descriptive label that is associated with game session queue. Queue names // must be unique within each Region. GameSessionQueueName *string `min:"1" type:"string"` // Name of the Region where the game session created by this placement request // is running. This value is set once the new game session is placed (placement // status is FULFILLED). GameSessionRegion *string `min:"1" type:"string"` // The IP address of the game session. To connect to a GameLift game server, // an app needs both the IP address and port number. This value is set once // the new game session is placed (placement status is FULFILLED). IpAddress *string `type:"string"` // Information on the matchmaking process for this game. Data is in JSON syntax, // formatted as a string. It identifies the matchmaking configuration used to // create the match, and contains data on all players assigned to the match, // including player attributes and team assignments. For more details on matchmaker // data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). MatchmakerData *string `min:"1" type:"string"` // The maximum number of players that can be connected simultaneously to the // game session. MaximumPlayerSessionCount *int64 `type:"integer"` // A 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"` // A unique identifier for a game session placement. PlacementId *string `min:"1" type:"string"` // A set of values, expressed in milliseconds, that indicates the amount of // latency that a player experiences when connected to AWS Regions. PlayerLatencies []*PlayerLatency `type:"list"` // The port number for the game session. To connect to a 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"` // 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. // // * FAILED -- GameLift is not able to complete the process of placing the // game session. Common reasons are the game session terminated before the // placement process was completed, or an unexpected internal error. Status *string `type:"string" enum:"GameSessionPlacementState"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionPlacement) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionPlacement) GoString() string { return s.String() } // SetDnsName sets the DnsName field's value. func (s *GameSessionPlacement) SetDnsName(v string) *GameSessionPlacement { s.DnsName = &v return s } // SetEndTime sets the EndTime field's value. func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement { s.EndTime = &v return s } // SetGameProperties sets the GameProperties field's value. func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement { s.GameProperties = v return s } // SetGameSessionArn sets the GameSessionArn field's value. func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement { s.GameSessionArn = &v return s } // SetGameSessionData sets the GameSessionData field's value. func (s *GameSessionPlacement) SetGameSessionData(v string) *GameSessionPlacement { s.GameSessionData = &v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement { s.GameSessionId = &v return s } // SetGameSessionName sets the GameSessionName field's value. func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement { s.GameSessionName = &v return s } // SetGameSessionQueueName sets the GameSessionQueueName field's value. func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement { s.GameSessionQueueName = &v return s } // SetGameSessionRegion sets the GameSessionRegion field's value. func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement { s.GameSessionRegion = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement { s.IpAddress = &v return s } // SetMatchmakerData sets the MatchmakerData field's value. func (s *GameSessionPlacement) SetMatchmakerData(v string) *GameSessionPlacement { s.MatchmakerData = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement { s.MaximumPlayerSessionCount = &v return s } // SetPlacedPlayerSessions sets the PlacedPlayerSessions field's value. func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement { s.PlacedPlayerSessions = v return s } // SetPlacementId sets the PlacementId field's value. func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement { s.PlacementId = &v return s } // SetPlayerLatencies sets the PlayerLatencies field's value. func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement { s.PlayerLatencies = v return s } // SetPort sets the Port field's value. func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement { s.Port = &v return s } // SetStartTime sets the StartTime field's value. func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement { s.StartTime = &v return s } // SetStatus sets the Status field's value. func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement { s.Status = &v return s } // Configuration for a game session placement mechanism that processes requests // for new game sessions. A queue can be used on its own or as part of a matchmaking // solution. // // Related actions // // CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue type GameSessionQueue struct { _ struct{} `type:"structure"` // Information that is added to all events that are related to this game session // queue. CustomEventData *string `type:"string"` // A list of fleets and/or fleet aliases that can be used to fulfill game session // placement requests in the queue. Destinations are identified by either a // fleet ARN or a fleet alias ARN, and are listed in order of placement preference. Destinations []*GameSessionQueueDestination `type:"list"` // A list of locations where a queue is allowed to place new game sessions. // Locations are specified in the form of AWS Region codes, such as us-west-2. // If this parameter is not set, game sessions can be placed in any queue location. FilterConfiguration *FilterConfiguration `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift game session queue resource and uniquely identifies // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. In a GameLift game session queue ARN, the resource ID matches the // Name value. GameSessionQueueArn *string `min:"1" type:"string"` // A descriptive label that is associated with game session queue. Queue names // must be unique within each Region. Name *string `min:"1" type:"string"` // An SNS topic ARN that is set up to receive game session placement notifications. // See Setting up notifications for game session placement (https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html). NotificationTarget *string `type:"string"` // A set of policies that act as a sliding cap on player latency. FleetIQ works // to deliver low latency for most players in a game session. These policies // ensure that no individual player can be placed into a game with unreasonably // high latency. Use multiple policies to gradually relax latency requirements // a step at a time. Multiple policies are applied based on their maximum allowed // latency, starting with the lowest value. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Custom settings to use when prioritizing destinations and locations for game // session placements. This configuration replaces the FleetIQ default prioritization // process. Priority types that are not explicitly named will be automatically // applied at the end of the prioritization process. PriorityConfiguration *PriorityConfiguration `type:"structure"` // The 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionQueue) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionQueue) GoString() string { return s.String() } // SetCustomEventData sets the CustomEventData field's value. func (s *GameSessionQueue) SetCustomEventData(v string) *GameSessionQueue { s.CustomEventData = &v return s } // SetDestinations sets the Destinations field's value. func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue { s.Destinations = v return s } // SetFilterConfiguration sets the FilterConfiguration field's value. func (s *GameSessionQueue) SetFilterConfiguration(v *FilterConfiguration) *GameSessionQueue { s.FilterConfiguration = v return s } // SetGameSessionQueueArn sets the GameSessionQueueArn field's value. func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue { s.GameSessionQueueArn = &v return s } // SetName sets the Name field's value. func (s *GameSessionQueue) SetName(v string) *GameSessionQueue { s.Name = &v return s } // SetNotificationTarget sets the NotificationTarget field's value. func (s *GameSessionQueue) SetNotificationTarget(v string) *GameSessionQueue { s.NotificationTarget = &v return s } // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue { s.PlayerLatencyPolicies = v return s } // SetPriorityConfiguration sets the PriorityConfiguration field's value. func (s *GameSessionQueue) SetPriorityConfiguration(v *PriorityConfiguration) *GameSessionQueue { s.PriorityConfiguration = v return s } // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue { s.TimeoutInSeconds = &v return s } // A fleet or alias designated in a game session queue. Queues fulfill requests // for new game sessions by placing a new game session on any of the queue's // destinations. // // Destinations are part of a GameSessionQueue. type GameSessionQueueDestination struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN) that is 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionQueueDestination) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GameSessionQueueDestination) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GameSessionQueueDestination) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GameSessionQueueDestination"} if s.DestinationArn != nil && len(*s.DestinationArn) < 1 { invalidParams.Add(request.NewErrParamMinLen("DestinationArn", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDestinationArn sets the DestinationArn field's value. func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQueueDestination { s.DestinationArn = &v return s } // Represents the input for a request operation. type GetGameSessionLogUrlInput struct { _ struct{} `type:"structure"` // A unique identifier for the game session to get logs for. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GetGameSessionLogUrlInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GetGameSessionLogUrlInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GetGameSessionLogUrlInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GetGameSessionLogUrlInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionId sets the GameSessionId field's value. func (s *GetGameSessionLogUrlInput) SetGameSessionId(v string) *GetGameSessionLogUrlInput { s.GameSessionId = &v return s } // Represents the returned data in response to a request operation. type GetGameSessionLogUrlOutput struct { _ struct{} `type:"structure"` // Location of the requested game session logs, available for download. This // URL is valid for 15 minutes, after which S3 will reject any download request // using this URL. You can request a new URL any time within the 14-day period // that the logs are retained. PreSignedUrl *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GetGameSessionLogUrlOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GetGameSessionLogUrlOutput) GoString() string { return s.String() } // SetPreSignedUrl sets the PreSignedUrl field's value. func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLogUrlOutput { s.PreSignedUrl = &v return s } // Represents the input for a request operation. type GetInstanceAccessInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet that contains the instance you want access // to. You can use either the fleet ID or ARN value. 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"` // A unique identifier for the 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GetInstanceAccessInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GetInstanceAccessInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *GetInstanceAccessInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "GetInstanceAccessInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.InstanceId == nil { invalidParams.Add(request.NewErrParamRequired("InstanceId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *GetInstanceAccessInput) SetFleetId(v string) *GetInstanceAccessInput { s.FleetId = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput { s.InstanceId = &v return s } // Represents the returned data in response to a request operation. type GetInstanceAccessOutput struct { _ struct{} `type:"structure"` // The connection information for a fleet instance, including IP address and // access credentials. InstanceAccess *InstanceAccess `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GetInstanceAccessOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s GetInstanceAccessOutput) GoString() string { return s.String() } // SetInstanceAccess sets the InstanceAccess field's value. func (s *GetInstanceAccessOutput) SetInstanceAccess(v *InstanceAccess) *GetInstanceAccessOutput { s.InstanceAccess = v return s } // A game session with this custom ID string already exists in this fleet. Resolve // this conflict before retrying this request. type IdempotentParameterMismatchException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s IdempotentParameterMismatchException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s IdempotentParameterMismatchException) GoString() string { return s.String() } func newErrorIdempotentParameterMismatchException(v protocol.ResponseMetadata) error { return &IdempotentParameterMismatchException{ RespMetadata: v, } } // Code returns the exception type name. func (s *IdempotentParameterMismatchException) Code() string { return "IdempotentParameterMismatchException" } // Message returns the exception's message. func (s *IdempotentParameterMismatchException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *IdempotentParameterMismatchException) OrigErr() error { return nil } func (s *IdempotentParameterMismatchException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *IdempotentParameterMismatchException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *IdempotentParameterMismatchException) RequestID() string { return s.RespMetadata.RequestID } // Represents an EC2 instance of virtual computing resources that hosts one // or more game servers. In GameLift, a fleet can contain zero or more instances. // // Related actions // // DescribeInstances type Instance struct { _ struct{} `type:"structure"` // A 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"` // The DNS identifier assigned to the instance that is running the game session. // Values have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. // // * Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) // // When connecting to a game session that is running on a TLS-enabled fleet, // you must use the DNS name, not the IP address. DnsName *string `type:"string"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet that the instance is in. FleetId *string `type:"string"` // A unique identifier for the instance. InstanceId *string `type:"string"` // IP address that is assigned to the instance. IpAddress *string `type:"string"` // The fleet location of the instance, expressed as an AWS Region code, such // as us-west-2. Location *string `min:"1" type:"string"` // Operating system that is running on this instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Current status of the instance. Possible statuses include the following: // // * PENDING -- The instance is in the process of being created and launching // server processes as defined in the fleet's run-time configuration. // // * ACTIVE -- The instance has been successfully created and at least one // server process has successfully launched and reported back to 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Instance) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Instance) GoString() string { return s.String() } // SetCreationTime sets the CreationTime field's value. func (s *Instance) SetCreationTime(v time.Time) *Instance { s.CreationTime = &v return s } // SetDnsName sets the DnsName field's value. func (s *Instance) SetDnsName(v string) *Instance { s.DnsName = &v return s } // SetFleetArn sets the FleetArn field's value. func (s *Instance) SetFleetArn(v string) *Instance { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *Instance) SetFleetId(v string) *Instance { s.FleetId = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *Instance) SetInstanceId(v string) *Instance { s.InstanceId = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *Instance) SetIpAddress(v string) *Instance { s.IpAddress = &v return s } // SetLocation sets the Location field's value. func (s *Instance) SetLocation(v string) *Instance { s.Location = &v return s } // SetOperatingSystem sets the OperatingSystem field's value. func (s *Instance) SetOperatingSystem(v string) *Instance { s.OperatingSystem = &v return s } // SetStatus sets the Status field's value. func (s *Instance) SetStatus(v string) *Instance { s.Status = &v return s } // SetType sets the Type field's value. func (s *Instance) SetType(v string) *Instance { s.Type = &v return s } // Information required to remotely connect to a fleet instance. Access is requested // by calling GetInstanceAccess. type InstanceAccess struct { _ struct{} `type:"structure"` // Credentials required to access the instance. // // Credentials is a sensitive parameter and its value will be // replaced with "sensitive" in string returned by InstanceAccess's // String and GoString methods. Credentials *InstanceCredentials `type:"structure" sensitive:"true"` // A unique identifier for the fleet containing the instance being accessed. FleetId *string `type:"string"` // A unique identifier for the instance being accessed. InstanceId *string `type:"string"` // IP address that is assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on the instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InstanceAccess) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InstanceAccess) GoString() string { return s.String() } // SetCredentials sets the Credentials field's value. func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess { s.Credentials = v return s } // SetFleetId sets the FleetId field's value. func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess { s.FleetId = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess { s.InstanceId = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess { s.IpAddress = &v return s } // SetOperatingSystem sets the OperatingSystem field's value. func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess { s.OperatingSystem = &v return s } // Set of credentials required to remotely access a fleet instance. Access credentials // are requested by calling GetInstanceAccess and returned in an InstanceAccess // object. type InstanceCredentials struct { _ struct{} `type:"structure" sensitive:"true"` // 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InstanceCredentials) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InstanceCredentials) GoString() string { return s.String() } // SetSecret sets the Secret field's value. func (s *InstanceCredentials) SetSecret(v string) *InstanceCredentials { s.Secret = &v return s } // SetUserName sets the UserName field's value. func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials { s.UserName = &v return s } // This data type is used with the GameLift FleetIQ and game server groups. // // An allowed instance type for a GameServerGroup. All game server groups must // have at least two instance types defined for it. GameLift FleetIQ periodically // evaluates each defined instance type for viability. It then updates the Auto // Scaling group with the list of viable instance types. type InstanceDefinition struct { _ struct{} `type:"structure"` // An EC2 instance type designation. // // InstanceType is a required field InstanceType *string `type:"string" required:"true" enum:"GameServerGroupInstanceType"` // Instance weighting that indicates how much this instance type contributes // to the total capacity of a game server group. Instance weights are used by // GameLift FleetIQ to calculate the instance type's cost per unit hour and // better identify the most cost-effective options. For detailed information // on weighting instance capacity, see Instance Weighting (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html) // in the Amazon EC2 Auto Scaling User Guide. Default value is "1". WeightedCapacity *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InstanceDefinition) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InstanceDefinition) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *InstanceDefinition) Validate() error { invalidParams := request.ErrInvalidParams{Context: "InstanceDefinition"} if s.InstanceType == nil { invalidParams.Add(request.NewErrParamRequired("InstanceType")) } if s.WeightedCapacity != nil && len(*s.WeightedCapacity) < 1 { invalidParams.Add(request.NewErrParamMinLen("WeightedCapacity", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetInstanceType sets the InstanceType field's value. func (s *InstanceDefinition) SetInstanceType(v string) *InstanceDefinition { s.InstanceType = &v return s } // SetWeightedCapacity sets the WeightedCapacity field's value. func (s *InstanceDefinition) SetWeightedCapacity(v string) *InstanceDefinition { s.WeightedCapacity = &v return s } // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. type InternalServiceException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InternalServiceException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InternalServiceException) GoString() string { return s.String() } func newErrorInternalServiceException(v protocol.ResponseMetadata) error { return &InternalServiceException{ RespMetadata: v, } } // Code returns the exception type name. func (s *InternalServiceException) Code() string { return "InternalServiceException" } // Message returns the exception's message. func (s *InternalServiceException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *InternalServiceException) OrigErr() error { return nil } func (s *InternalServiceException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *InternalServiceException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *InternalServiceException) RequestID() string { return s.RespMetadata.RequestID } // 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. type InvalidFleetStatusException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InvalidFleetStatusException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InvalidFleetStatusException) GoString() string { return s.String() } func newErrorInvalidFleetStatusException(v protocol.ResponseMetadata) error { return &InvalidFleetStatusException{ RespMetadata: v, } } // Code returns the exception type name. func (s *InvalidFleetStatusException) Code() string { return "InvalidFleetStatusException" } // Message returns the exception's message. func (s *InvalidFleetStatusException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *InvalidFleetStatusException) OrigErr() error { return nil } func (s *InvalidFleetStatusException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *InvalidFleetStatusException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *InvalidFleetStatusException) RequestID() string { return s.RespMetadata.RequestID } // 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. type InvalidGameSessionStatusException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InvalidGameSessionStatusException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InvalidGameSessionStatusException) GoString() string { return s.String() } func newErrorInvalidGameSessionStatusException(v protocol.ResponseMetadata) error { return &InvalidGameSessionStatusException{ RespMetadata: v, } } // Code returns the exception type name. func (s *InvalidGameSessionStatusException) Code() string { return "InvalidGameSessionStatusException" } // Message returns the exception's message. func (s *InvalidGameSessionStatusException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *InvalidGameSessionStatusException) OrigErr() error { return nil } func (s *InvalidGameSessionStatusException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *InvalidGameSessionStatusException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *InvalidGameSessionStatusException) RequestID() string { return s.RespMetadata.RequestID } // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. type InvalidRequestException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InvalidRequestException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s InvalidRequestException) GoString() string { return s.String() } func newErrorInvalidRequestException(v protocol.ResponseMetadata) error { return &InvalidRequestException{ RespMetadata: v, } } // Code returns the exception type name. func (s *InvalidRequestException) Code() string { return "InvalidRequestException" } // Message returns the exception's message. func (s *InvalidRequestException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *InvalidRequestException) OrigErr() error { return nil } func (s *InvalidRequestException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *InvalidRequestException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *InvalidRequestException) RequestID() string { return s.RespMetadata.RequestID } // A range of IP addresses and port settings that allow inbound traffic to connect // to server processes on an instance in a fleet. New game sessions are assigned // an IP address/port number combination, which must fall into the fleet's allowed // ranges. Fleets with custom game builds must have permissions explicitly set. // For Realtime Servers fleets, GameLift automatically opens two port ranges, // one for TCP messaging and one for UDP. // // Related actions // // DescribeFleetPortSettings type IpPermission struct { _ struct{} `type:"structure"` // A starting value for a range of allowed port numbers. // // FromPort is a required field FromPort *int64 `min:"1" type:"integer" required:"true"` // A 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"` // The network communication protocol used by the fleet. // // Protocol is a required field Protocol *string `type:"string" required:"true" enum:"IpProtocol"` // An 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s IpPermission) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s IpPermission) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *IpPermission) Validate() error { invalidParams := request.ErrInvalidParams{Context: "IpPermission"} if s.FromPort == nil { invalidParams.Add(request.NewErrParamRequired("FromPort")) } if s.FromPort != nil && *s.FromPort < 1 { invalidParams.Add(request.NewErrParamMinValue("FromPort", 1)) } if s.IpRange == nil { invalidParams.Add(request.NewErrParamRequired("IpRange")) } if s.Protocol == nil { invalidParams.Add(request.NewErrParamRequired("Protocol")) } if s.ToPort == nil { invalidParams.Add(request.NewErrParamRequired("ToPort")) } if s.ToPort != nil && *s.ToPort < 1 { invalidParams.Add(request.NewErrParamMinValue("ToPort", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFromPort sets the FromPort field's value. func (s *IpPermission) SetFromPort(v int64) *IpPermission { s.FromPort = &v return s } // SetIpRange sets the IpRange field's value. func (s *IpPermission) SetIpRange(v string) *IpPermission { s.IpRange = &v return s } // SetProtocol sets the Protocol field's value. func (s *IpPermission) SetProtocol(v string) *IpPermission { s.Protocol = &v return s } // SetToPort sets the ToPort field's value. func (s *IpPermission) SetToPort(v int64) *IpPermission { s.ToPort = &v return s } // This data type is used with the GameLift FleetIQ and game server groups. // // An EC2 launch template that contains configuration settings and game server // code to be deployed to all instances in a game server group. The launch template // is specified when creating a new game server group with CreateGameServerGroup. type LaunchTemplateSpecification struct { _ struct{} `type:"structure"` // A unique identifier for an existing EC2 launch template. LaunchTemplateId *string `min:"1" type:"string"` // A readable identifier for an existing EC2 launch template. LaunchTemplateName *string `min:"3" type:"string"` // The version of the EC2 launch template to use. If no version is specified, // the default version will be used. With Amazon EC2, you can specify a default // version for a launch template. If none is set, the default is the first version // created. Version *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s LaunchTemplateSpecification) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s LaunchTemplateSpecification) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *LaunchTemplateSpecification) Validate() error { invalidParams := request.ErrInvalidParams{Context: "LaunchTemplateSpecification"} if s.LaunchTemplateId != nil && len(*s.LaunchTemplateId) < 1 { invalidParams.Add(request.NewErrParamMinLen("LaunchTemplateId", 1)) } if s.LaunchTemplateName != nil && len(*s.LaunchTemplateName) < 3 { invalidParams.Add(request.NewErrParamMinLen("LaunchTemplateName", 3)) } if s.Version != nil && len(*s.Version) < 1 { invalidParams.Add(request.NewErrParamMinLen("Version", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLaunchTemplateId sets the LaunchTemplateId field's value. func (s *LaunchTemplateSpecification) SetLaunchTemplateId(v string) *LaunchTemplateSpecification { s.LaunchTemplateId = &v return s } // SetLaunchTemplateName sets the LaunchTemplateName field's value. func (s *LaunchTemplateSpecification) SetLaunchTemplateName(v string) *LaunchTemplateSpecification { s.LaunchTemplateName = &v return s } // SetVersion sets the Version field's value. func (s *LaunchTemplateSpecification) SetVersion(v string) *LaunchTemplateSpecification { s.Version = &v return s } // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. type LimitExceededException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s LimitExceededException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s LimitExceededException) GoString() string { return s.String() } func newErrorLimitExceededException(v protocol.ResponseMetadata) error { return &LimitExceededException{ RespMetadata: v, } } // Code returns the exception type name. func (s *LimitExceededException) Code() string { return "LimitExceededException" } // Message returns the exception's message. func (s *LimitExceededException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *LimitExceededException) OrigErr() error { return nil } func (s *LimitExceededException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *LimitExceededException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *LimitExceededException) RequestID() string { return s.RespMetadata.RequestID } // Represents the input for a request operation. type ListAliasesInput struct { _ struct{} `type:"structure"` // The 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"` // A descriptive label that is associated with an alias. Alias names do not // need to be unique. Name *string `min:"1" type:"string"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // The routing type to filter results on. Use this parameter to retrieve only // aliases with a certain routing 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListAliasesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListAliasesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListAliasesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListAliasesInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLimit sets the Limit field's value. func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput { s.Limit = &v return s } // SetName sets the Name field's value. func (s *ListAliasesInput) SetName(v string) *ListAliasesInput { s.Name = &v return s } // SetNextToken sets the NextToken field's value. func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput { s.NextToken = &v return s } // SetRoutingStrategyType sets the RoutingStrategyType field's value. func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput { s.RoutingStrategyType = &v return s } // Represents the returned data in response to a request operation. type ListAliasesOutput struct { _ struct{} `type:"structure"` // A collection of alias resources that match the request parameters. Aliases []*Alias `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListAliasesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListAliasesOutput) GoString() string { return s.String() } // SetAliases sets the Aliases field's value. func (s *ListAliasesOutput) SetAliases(v []*Alias) *ListAliasesOutput { s.Aliases = v return s } // SetNextToken sets the NextToken field's value. func (s *ListAliasesOutput) SetNextToken(v string) *ListAliasesOutput { s.NextToken = &v return s } // Represents the input for a request operation. type ListBuildsInput struct { _ struct{} `type:"structure"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Build status to filter results by. To retrieve all builds, leave this parameter // empty. // // Possible build statuses include the following: // // * INITIALIZED -- A new build has been defined, but no files have been // uploaded. You cannot create fleets for builds that are in this status. // When a build is successfully created, the build status is set to this // value. // // * READY -- The game build has been successfully uploaded. You can now // create new fleets for this build. // // * FAILED -- The game build upload failed. You cannot create new fleets // for this build. Status *string `type:"string" enum:"BuildStatus"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListBuildsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListBuildsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListBuildsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListBuildsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLimit sets the Limit field's value. func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput { s.NextToken = &v return s } // SetStatus sets the Status field's value. func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput { s.Status = &v return s } // Represents the returned data in response to a request operation. type ListBuildsOutput struct { _ struct{} `type:"structure"` // A collection of build resources that match the request. Builds []*Build `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListBuildsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListBuildsOutput) GoString() string { return s.String() } // SetBuilds sets the Builds field's value. func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput { s.Builds = v return s } // SetNextToken sets the NextToken field's value. func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput { s.NextToken = &v return s } // Represents the input for a request operation. type ListFleetsInput struct { _ struct{} `type:"structure"` // A unique identifier for the build to request fleets for. Use this parameter // to return only fleets using a specified build. Use either the build ID or // ARN value. BuildId *string `type:"string"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // A unique identifier for the Realtime script to request fleets for. Use this // parameter to return only fleets using a specified script. Use either the // script ID or ARN value. ScriptId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListFleetsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListFleetsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListFleetsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListFleetsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput { s.BuildId = &v return s } // SetLimit sets the Limit field's value. func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput { s.NextToken = &v return s } // SetScriptId sets the ScriptId field's value. func (s *ListFleetsInput) SetScriptId(v string) *ListFleetsInput { s.ScriptId = &v return s } // Represents the returned data in response to a request operation. type ListFleetsOutput struct { _ struct{} `type:"structure"` // A set of fleet IDs that match the list request. You can retrieve additional // information about all returned fleets by passing this result set to a DescribeFleetAttributes, // DescribeFleetCapacity, or DescribeFleetUtilization call. FleetIds []*string `min:"1" type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListFleetsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListFleetsOutput) GoString() string { return s.String() } // SetFleetIds sets the FleetIds field's value. func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput { s.FleetIds = v return s } // SetNextToken sets the NextToken field's value. func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput { s.NextToken = &v return s } type ListGameServerGroupsInput struct { _ struct{} `type:"structure"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListGameServerGroupsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListGameServerGroupsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListGameServerGroupsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListGameServerGroupsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLimit sets the Limit field's value. func (s *ListGameServerGroupsInput) SetLimit(v int64) *ListGameServerGroupsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *ListGameServerGroupsInput) SetNextToken(v string) *ListGameServerGroupsInput { s.NextToken = &v return s } type ListGameServerGroupsOutput struct { _ struct{} `type:"structure"` // A collection of game server group objects that match the request. GameServerGroups []*GameServerGroup `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListGameServerGroupsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListGameServerGroupsOutput) GoString() string { return s.String() } // SetGameServerGroups sets the GameServerGroups field's value. func (s *ListGameServerGroupsOutput) SetGameServerGroups(v []*GameServerGroup) *ListGameServerGroupsOutput { s.GameServerGroups = v return s } // SetNextToken sets the NextToken field's value. func (s *ListGameServerGroupsOutput) SetNextToken(v string) *ListGameServerGroupsOutput { s.NextToken = &v return s } type ListGameServersInput struct { _ struct{} `type:"structure"` // An identifier for the game server group to retrieve a list of game servers // from. Use either the GameServerGroup name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Indicates how to sort the returned data based on game server registration // timestamp. Use ASCENDING to retrieve oldest game servers first, or use DESCENDING // to retrieve newest game servers first. If this parameter is left empty, game // servers are returned in no particular order. SortOrder *string `type:"string" enum:"SortOrder"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListGameServersInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListGameServersInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListGameServersInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListGameServersInput"} if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *ListGameServersInput) SetGameServerGroupName(v string) *ListGameServersInput { s.GameServerGroupName = &v return s } // SetLimit sets the Limit field's value. func (s *ListGameServersInput) SetLimit(v int64) *ListGameServersInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *ListGameServersInput) SetNextToken(v string) *ListGameServersInput { s.NextToken = &v return s } // SetSortOrder sets the SortOrder field's value. func (s *ListGameServersInput) SetSortOrder(v string) *ListGameServersInput { s.SortOrder = &v return s } type ListGameServersOutput struct { _ struct{} `type:"structure"` // A collection of game server objects that match the request. GameServers []*GameServer `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListGameServersOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListGameServersOutput) GoString() string { return s.String() } // SetGameServers sets the GameServers field's value. func (s *ListGameServersOutput) SetGameServers(v []*GameServer) *ListGameServersOutput { s.GameServers = v return s } // SetNextToken sets the NextToken field's value. func (s *ListGameServersOutput) SetNextToken(v string) *ListGameServersOutput { s.NextToken = &v return s } type ListScriptsInput struct { _ struct{} `type:"structure"` // The 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"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListScriptsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListScriptsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListScriptsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListScriptsInput"} if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLimit sets the Limit field's value. func (s *ListScriptsInput) SetLimit(v int64) *ListScriptsInput { s.Limit = &v return s } // SetNextToken sets the NextToken field's value. func (s *ListScriptsInput) SetNextToken(v string) *ListScriptsInput { s.NextToken = &v return s } type ListScriptsOutput struct { _ struct{} `type:"structure"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // A set of properties describing the requested script. Scripts []*Script `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListScriptsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListScriptsOutput) GoString() string { return s.String() } // SetNextToken sets the NextToken field's value. func (s *ListScriptsOutput) SetNextToken(v string) *ListScriptsOutput { s.NextToken = &v return s } // SetScripts sets the Scripts field's value. func (s *ListScriptsOutput) SetScripts(v []*Script) *ListScriptsOutput { s.Scripts = v return s } type ListTagsForResourceInput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to and uniquely identifies the GameLift resource that you // want to retrieve tags for. GameLift resource ARNs are included in the data // object for the resource, which can be retrieved by calling a List or Describe // operation for the resource type. // // ResourceARN is a required field ResourceARN *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListTagsForResourceInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListTagsForResourceInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ListTagsForResourceInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ListTagsForResourceInput"} if s.ResourceARN == nil { invalidParams.Add(request.NewErrParamRequired("ResourceARN")) } if s.ResourceARN != nil && len(*s.ResourceARN) < 1 { invalidParams.Add(request.NewErrParamMinLen("ResourceARN", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetResourceARN sets the ResourceARN field's value. func (s *ListTagsForResourceInput) SetResourceARN(v string) *ListTagsForResourceInput { s.ResourceARN = &v return s } type ListTagsForResourceOutput struct { _ struct{} `type:"structure"` // The collection of tags that have been assigned to the specified resource. Tags []*Tag `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListTagsForResourceOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ListTagsForResourceOutput) GoString() string { return s.String() } // SetTags sets the Tags field's value. func (s *ListTagsForResourceOutput) SetTags(v []*Tag) *ListTagsForResourceOutput { s.Tags = v return s } // Represents a location in a multi-location fleet. // // Related actions // // DescribeFleetLocationAttributes type LocationAttributes struct { _ struct{} `type:"structure"` // A fleet location and its current life-cycle state. LocationState *LocationState `type:"structure"` // A list of fleet actions that have been suspended in the fleet location. StoppedActions []*string `min:"1" type:"list"` // The status of fleet activity updates to the location. The status PENDING_UPDATE // indicates that StopFleetActions or StartFleetActions has been requested but // the update has not yet been completed for the location. UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s LocationAttributes) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s LocationAttributes) GoString() string { return s.String() } // SetLocationState sets the LocationState field's value. func (s *LocationAttributes) SetLocationState(v *LocationState) *LocationAttributes { s.LocationState = v return s } // SetStoppedActions sets the StoppedActions field's value. func (s *LocationAttributes) SetStoppedActions(v []*string) *LocationAttributes { s.StoppedActions = v return s } // SetUpdateStatus sets the UpdateStatus field's value. func (s *LocationAttributes) SetUpdateStatus(v string) *LocationAttributes { s.UpdateStatus = &v return s } // A remote location where a multi-location fleet can deploy EC2 instances for // game hosting. // // Related actions // // CreateFleet type LocationConfiguration struct { _ struct{} `type:"structure"` // An AWS Region code, such as us-west-2. Location *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s LocationConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s LocationConfiguration) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *LocationConfiguration) Validate() error { invalidParams := request.ErrInvalidParams{Context: "LocationConfiguration"} if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLocation sets the Location field's value. func (s *LocationConfiguration) SetLocation(v string) *LocationConfiguration { s.Location = &v return s } // A fleet location and its life-cycle state. A location state object might // be used to describe a fleet's remote location or home Region. Life-cycle // state tracks the progress of launching the first instance in a new location // and preparing it for game hosting, and then removing all instances and deleting // the location from the fleet. // // Related actions // // CreateFleet | CreateFleetLocations | DeleteFleetLocations type LocationState struct { _ struct{} `type:"structure"` // The fleet location, expressed as an AWS Region code such as us-west-2. Location *string `min:"1" type:"string"` // The life-cycle status of a fleet location. Status *string `type:"string" enum:"FleetStatus"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s LocationState) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s LocationState) GoString() string { return s.String() } // SetLocation sets the Location field's value. func (s *LocationState) SetLocation(v string) *LocationState { s.Location = &v return s } // SetStatus sets the Status field's value. func (s *LocationState) SetStatus(v string) *LocationState { s.Status = &v return s } // Represents a new player session that is created as a result of a successful // FlexMatch match. A successful match automatically creates new player sessions // for every player ID in the original matchmaking request. // // When players connect to the match's game session, they must include both // player ID and player session ID in order to claim their assigned player slot. type MatchedPlayerSession struct { _ struct{} `type:"structure"` // A unique identifier for a player PlayerId *string `min:"1" type:"string"` // A unique identifier for a player session PlayerSessionId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s MatchedPlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s MatchedPlayerSession) GoString() string { return s.String() } // SetPlayerId sets the PlayerId field's value. func (s *MatchedPlayerSession) SetPlayerId(v string) *MatchedPlayerSession { s.PlayerId = &v return s } // SetPlayerSessionId sets the PlayerSessionId field's value. func (s *MatchedPlayerSession) SetPlayerSessionId(v string) *MatchedPlayerSession { s.PlayerSessionId = &v return s } // Guidelines for use with FlexMatch to match players into games. All matchmaking // requests must specify a matchmaking configuration. type MatchmakingConfiguration struct { _ struct{} `type:"structure"` // A flag that indicates whether a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. // When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE // to indicate when a completed potential match is waiting for player acceptance. AcceptanceRequired *bool `type:"boolean"` // The length of time (in seconds) to wait for players to accept a proposed // match, if acceptance is required. If any player rejects the match or fails // to accept before the timeout, the ticket continues to look for an acceptable // match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // The number of player slots in a match to keep open for future players. For // example, if the configuration's rule set specifies a match for a single 12-person // team, and the additional player count is set to 2, only 10 players are selected // for the match. This parameter is not used when FlexMatchMode is set to STANDALONE. AdditionalPlayerCount *int64 `type:"integer"` // The method used to backfill game sessions created with this matchmaking configuration. // MANUAL indicates that the game makes backfill requests or does not use the // match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill // requests whenever a game session has one or more open slots. Learn more about // manual and automatic backfill in Backfill existing games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). // Automatic backfill is not available when FlexMatchMode is set to STANDALONE. BackfillMode *string `type:"string" enum:"BackfillMode"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift matchmaking configuration resource and uniquely // identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::matchmakingconfiguration/. In a GameLift configuration ARN, the resource ID matches // the Name value. ConfigurationArn *string `type:"string"` // A 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"` // Information to attach to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` // A descriptive label that is associated with matchmaking configuration. Description *string `min:"1" type:"string"` // Indicates whether this matchmaking configuration is being used with GameLift // hosting or as a standalone matchmaking solution. // // * STANDALONE - FlexMatch forms matches and returns match information, // including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded) // event. // // * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift // queue to start a game session for the match. FlexMatchMode *string `type:"string" enum:"FlexMatchMode"` // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. This parameter is not used when FlexMatchMode is set // to STANDALONE. GameProperties []*GameProperty `type:"list"` // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. This parameter is not used when FlexMatchMode is set // to STANDALONE. GameSessionData *string `min:"1" type:"string"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift game session queue resource and uniquely identifies // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new // GameLift-hosted game sessions for matches that are created with this matchmaking // configuration. This property is not set when FlexMatchMode is set to STANDALONE. GameSessionQueueArns []*string `type:"list"` // A unique identifier for the matchmaking configuration. This name is used // to identify the configuration associated with a matchmaking request or ticket. Name *string `type:"string"` // An SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"string"` // The maximum duration, in seconds, that a matchmaking ticket can remain in // process before timing out. Requests that fail due to timing out can be resubmitted // as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift matchmaking rule set resource that this configuration // uses. RuleSetArn *string `type:"string"` // A unique identifier for the matchmaking rule set to use with this configuration. // A matchmaking configuration can only use rule sets that are defined in the // same Region. RuleSetName *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s MatchmakingConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s MatchmakingConfiguration) GoString() string { return s.String() } // SetAcceptanceRequired sets the AcceptanceRequired field's value. func (s *MatchmakingConfiguration) SetAcceptanceRequired(v bool) *MatchmakingConfiguration { s.AcceptanceRequired = &v return s } // SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value. func (s *MatchmakingConfiguration) SetAcceptanceTimeoutSeconds(v int64) *MatchmakingConfiguration { s.AcceptanceTimeoutSeconds = &v return s } // SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value. func (s *MatchmakingConfiguration) SetAdditionalPlayerCount(v int64) *MatchmakingConfiguration { s.AdditionalPlayerCount = &v return s } // SetBackfillMode sets the BackfillMode field's value. func (s *MatchmakingConfiguration) SetBackfillMode(v string) *MatchmakingConfiguration { s.BackfillMode = &v return s } // SetConfigurationArn sets the ConfigurationArn field's value. func (s *MatchmakingConfiguration) SetConfigurationArn(v string) *MatchmakingConfiguration { s.ConfigurationArn = &v return s } // SetCreationTime sets the CreationTime field's value. func (s *MatchmakingConfiguration) SetCreationTime(v time.Time) *MatchmakingConfiguration { s.CreationTime = &v return s } // SetCustomEventData sets the CustomEventData field's value. func (s *MatchmakingConfiguration) SetCustomEventData(v string) *MatchmakingConfiguration { s.CustomEventData = &v return s } // SetDescription sets the Description field's value. func (s *MatchmakingConfiguration) SetDescription(v string) *MatchmakingConfiguration { s.Description = &v return s } // SetFlexMatchMode sets the FlexMatchMode field's value. func (s *MatchmakingConfiguration) SetFlexMatchMode(v string) *MatchmakingConfiguration { s.FlexMatchMode = &v return s } // SetGameProperties sets the GameProperties field's value. func (s *MatchmakingConfiguration) SetGameProperties(v []*GameProperty) *MatchmakingConfiguration { s.GameProperties = v return s } // SetGameSessionData sets the GameSessionData field's value. func (s *MatchmakingConfiguration) SetGameSessionData(v string) *MatchmakingConfiguration { s.GameSessionData = &v return s } // SetGameSessionQueueArns sets the GameSessionQueueArns field's value. func (s *MatchmakingConfiguration) SetGameSessionQueueArns(v []*string) *MatchmakingConfiguration { s.GameSessionQueueArns = v return s } // SetName sets the Name field's value. func (s *MatchmakingConfiguration) SetName(v string) *MatchmakingConfiguration { s.Name = &v return s } // SetNotificationTarget sets the NotificationTarget field's value. func (s *MatchmakingConfiguration) SetNotificationTarget(v string) *MatchmakingConfiguration { s.NotificationTarget = &v return s } // SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value. func (s *MatchmakingConfiguration) SetRequestTimeoutSeconds(v int64) *MatchmakingConfiguration { s.RequestTimeoutSeconds = &v return s } // SetRuleSetArn sets the RuleSetArn field's value. func (s *MatchmakingConfiguration) SetRuleSetArn(v string) *MatchmakingConfiguration { s.RuleSetArn = &v return s } // SetRuleSetName sets the RuleSetName field's value. func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfiguration { s.RuleSetName = &v return s } // Set of rule statements, used with FlexMatch, that determine how to build // your player matches. Each rule set describes a type of group to be created // and defines the parameters for acceptable player matches. Rule sets are used // in MatchmakingConfiguration objects. // // A rule set may define the following elements for a match. For detailed information // and examples showing how to construct a rule set, see Build a FlexMatch rule // set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html). // // * Teams -- Required. A rule set must define one or multiple teams for // the match and set minimum and maximum team sizes. For example, a rule // set might describe a 4x4 match that requires all eight slots to be filled. // // * Player attributes -- Optional. These attributes specify a set of player // characteristics to evaluate when looking for a match. Matchmaking requests // that use a rule set with player attributes must provide the corresponding // attribute values. For example, an attribute might specify a player's skill // or level. // // * Rules -- Optional. Rules define how to evaluate potential players for // a match based on player attributes. A rule might specify minimum requirements // for individual players, teams, or entire matches. For example, a rule // might require each player to meet a certain skill level, each team to // have at least one player in a certain role, or the match to have a minimum // average skill level. or may describe an entire group--such as all teams // must be evenly matched or have at least one player in a certain role. // // * Expansions -- Optional. Expansions allow you to relax the rules after // a period of time when no acceptable matches are found. This feature lets // you balance getting players into games in a reasonable amount of time // instead of making them wait indefinitely for the best possible match. // For example, you might use an expansion to increase the maximum skill // variance between players after 30 seconds. type MatchmakingRuleSet struct { _ struct{} `type:"structure"` // A 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"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift matchmaking rule set resource and uniquely // identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::matchmakingruleset/. In a GameLift rule set ARN, the resource ID matches the RuleSetName // value. RuleSetArn *string `type:"string"` // A collection of matchmaking rules, formatted as a JSON string. Comments are // not allowed in JSON, but most elements support a description field. // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` // A unique identifier for the matchmaking rule set RuleSetName *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s MatchmakingRuleSet) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s MatchmakingRuleSet) GoString() string { return s.String() } // SetCreationTime sets the CreationTime field's value. func (s *MatchmakingRuleSet) SetCreationTime(v time.Time) *MatchmakingRuleSet { s.CreationTime = &v return s } // SetRuleSetArn sets the RuleSetArn field's value. func (s *MatchmakingRuleSet) SetRuleSetArn(v string) *MatchmakingRuleSet { s.RuleSetArn = &v return s } // SetRuleSetBody sets the RuleSetBody field's value. func (s *MatchmakingRuleSet) SetRuleSetBody(v string) *MatchmakingRuleSet { s.RuleSetBody = &v return s } // SetRuleSetName sets the RuleSetName field's value. func (s *MatchmakingRuleSet) SetRuleSetName(v string) *MatchmakingRuleSet { s.RuleSetName = &v return s } // Ticket generated to track the progress of a matchmaking request. Each ticket // is uniquely identified by a ticket ID, supplied by the requester, when creating // a matchmaking request with StartMatchmaking. Tickets can be retrieved by // calling DescribeMatchmaking with the ticket ID. type MatchmakingTicket struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift matchmaking configuration resource that is used // with this ticket. ConfigurationArn *string `type:"string"` // Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking // configurations determine how players are grouped into a match and how a new // game session is created for the match. ConfigurationName *string `type:"string"` // Time stamp indicating when this matchmaking request stopped being processed // due to success, failure, or cancellation. Format is a number expressed in // Unix time as milliseconds (for example "1469498468.057"). EndTime *time.Time `type:"timestamp"` // Average amount of time (in seconds) that players are currently waiting for // a match. If there is not enough recent data, this property may be empty. EstimatedWaitTime *int64 `type:"integer"` // Identifier and connection information of the game session created for the // match. This information is added to the ticket only after the matchmaking // request has been successfully completed. This parameter is not set when FlexMatch // is being used without GameLift hosting. GameSessionConnectionInfo *GameSessionConnectionInfo `type:"structure"` // A set of Player objects, each representing a player to find matches for. // Players are identified by a unique player ID and may include latency data // for use during matchmaking. If the ticket is in status COMPLETED, the Player // objects include the team the players were assigned to in the resulting match. Players []*Player `type:"list"` // Time stamp indicating when this matchmaking request was received. Format // is a number expressed in Unix time as milliseconds (for example "1469498468.057"). StartTime *time.Time `type:"timestamp"` // Current status of the matchmaking request. // // * QUEUED -- The matchmaking request has been received and is currently // waiting to be processed. // // * SEARCHING -- The matchmaking request is currently being processed. // // * REQUIRES_ACCEPTANCE -- A match has been proposed and the players must // accept the match (see AcceptMatch). This status is used only with requests // that use a matchmaking configuration with a player acceptance requirement. // // * PLACING -- The FlexMatch engine has matched players and is in the process // of placing a new game session for the match. // // * COMPLETED -- Players have been matched and a game session is ready to // host the players. A ticket in this state contains the necessary connection // information for players. // // * FAILED -- The matchmaking request was not completed. // // * CANCELLED -- The matchmaking request was canceled. This may be the result // of a call to StopMatchmaking or a proposed match that one or more players // failed to accept. // // * TIMED_OUT -- The matchmaking request was not successful within the duration // specified in the matchmaking configuration. // // Matchmaking requests that fail to successfully complete (statuses FAILED, // CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket // IDs. Status *string `type:"string" enum:"MatchmakingConfigurationStatus"` // Additional information about the current status. StatusMessage *string `type:"string"` // Code to explain the current status. For example, a status reason may indicate // when a ticket has returned to SEARCHING status after a proposed match fails // to receive player acceptances. StatusReason *string `type:"string"` // A unique identifier for a matchmaking ticket. TicketId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s MatchmakingTicket) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s MatchmakingTicket) GoString() string { return s.String() } // SetConfigurationArn sets the ConfigurationArn field's value. func (s *MatchmakingTicket) SetConfigurationArn(v string) *MatchmakingTicket { s.ConfigurationArn = &v return s } // SetConfigurationName sets the ConfigurationName field's value. func (s *MatchmakingTicket) SetConfigurationName(v string) *MatchmakingTicket { s.ConfigurationName = &v return s } // SetEndTime sets the EndTime field's value. func (s *MatchmakingTicket) SetEndTime(v time.Time) *MatchmakingTicket { s.EndTime = &v return s } // SetEstimatedWaitTime sets the EstimatedWaitTime field's value. func (s *MatchmakingTicket) SetEstimatedWaitTime(v int64) *MatchmakingTicket { s.EstimatedWaitTime = &v return s } // SetGameSessionConnectionInfo sets the GameSessionConnectionInfo field's value. func (s *MatchmakingTicket) SetGameSessionConnectionInfo(v *GameSessionConnectionInfo) *MatchmakingTicket { s.GameSessionConnectionInfo = v return s } // SetPlayers sets the Players field's value. func (s *MatchmakingTicket) SetPlayers(v []*Player) *MatchmakingTicket { s.Players = v return s } // SetStartTime sets the StartTime field's value. func (s *MatchmakingTicket) SetStartTime(v time.Time) *MatchmakingTicket { s.StartTime = &v return s } // SetStatus sets the Status field's value. func (s *MatchmakingTicket) SetStatus(v string) *MatchmakingTicket { s.Status = &v return s } // SetStatusMessage sets the StatusMessage field's value. func (s *MatchmakingTicket) SetStatusMessage(v string) *MatchmakingTicket { s.StatusMessage = &v return s } // SetStatusReason sets the StatusReason field's value. func (s *MatchmakingTicket) SetStatusReason(v string) *MatchmakingTicket { s.StatusReason = &v return s } // SetTicketId sets the TicketId field's value. func (s *MatchmakingTicket) SetTicketId(v string) *MatchmakingTicket { s.TicketId = &v return s } // A service resource associated with the request could not be found. Clients // should not retry such requests. type NotFoundException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s NotFoundException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s NotFoundException) GoString() string { return s.String() } func newErrorNotFoundException(v protocol.ResponseMetadata) error { return &NotFoundException{ RespMetadata: v, } } // Code returns the exception type name. func (s *NotFoundException) Code() string { return "NotFoundException" } // Message returns the exception's message. func (s *NotFoundException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *NotFoundException) OrigErr() error { return nil } func (s *NotFoundException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *NotFoundException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *NotFoundException) RequestID() string { return s.RespMetadata.RequestID } // The specified game server group has no available game servers to fulfill // a ClaimGameServer request. Clients can retry such requests immediately or // after a waiting period. type OutOfCapacityException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s OutOfCapacityException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s OutOfCapacityException) GoString() string { return s.String() } func newErrorOutOfCapacityException(v protocol.ResponseMetadata) error { return &OutOfCapacityException{ RespMetadata: v, } } // Code returns the exception type name. func (s *OutOfCapacityException) Code() string { return "OutOfCapacityException" } // Message returns the exception's message. func (s *OutOfCapacityException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *OutOfCapacityException) OrigErr() error { return nil } func (s *OutOfCapacityException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *OutOfCapacityException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *OutOfCapacityException) RequestID() string { return s.RespMetadata.RequestID } // 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. // // Related actions // // CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement // | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type PlacedPlayerSession struct { _ struct{} `type:"structure"` // A unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // A unique identifier for a player session. PlayerSessionId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PlacedPlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PlacedPlayerSession) GoString() string { return s.String() } // SetPlayerId sets the PlayerId field's value. func (s *PlacedPlayerSession) SetPlayerId(v string) *PlacedPlayerSession { s.PlayerId = &v return s } // SetPlayerSessionId sets the PlayerSessionId field's value. func (s *PlacedPlayerSession) SetPlayerSessionId(v string) *PlacedPlayerSession { s.PlayerSessionId = &v return s } // Represents a player in matchmaking. When starting a matchmaking request, // a player has a player ID, attributes, and may have latency data. Team information // is added after a match has been successfully completed. type Player struct { _ struct{} `type:"structure"` // A set of values, expressed in milliseconds, that indicates the amount of // latency that a player experiences when connected to AWS Regions. If this // property is present, FlexMatch considers placing the match only in Regions // for which latency is reported. // // If a matchmaker has a rule that evaluates player latency, players must report // latency in order to be matched. If no latency is reported in this scenario, // FlexMatch assumes that no Regions are available to the player and the ticket // is not matchable. LatencyInMs map[string]*int64 `type:"map"` // A collection of key:value pairs containing player information for use in // matchmaking. Player attribute keys must match the playerAttributes used in // a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, // "gameMode": {"S": "deathmatch"}}. PlayerAttributes map[string]*AttributeValue `type:"map"` // A unique identifier for a player PlayerId *string `min:"1" type:"string"` // Name of the team that the player is assigned to in a match. Team names are // defined in a matchmaking rule set. Team *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Player) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Player) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *Player) Validate() error { invalidParams := request.ErrInvalidParams{Context: "Player"} if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if s.Team != nil && len(*s.Team) < 1 { invalidParams.Add(request.NewErrParamMinLen("Team", 1)) } if s.PlayerAttributes != nil { for i, v := range s.PlayerAttributes { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "PlayerAttributes", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLatencyInMs sets the LatencyInMs field's value. func (s *Player) SetLatencyInMs(v map[string]*int64) *Player { s.LatencyInMs = v return s } // SetPlayerAttributes sets the PlayerAttributes field's value. func (s *Player) SetPlayerAttributes(v map[string]*AttributeValue) *Player { s.PlayerAttributes = v return s } // SetPlayerId sets the PlayerId field's value. func (s *Player) SetPlayerId(v string) *Player { s.PlayerId = &v return s } // SetTeam sets the Team field's value. func (s *Player) SetTeam(v string) *Player { s.Team = &v return s } // 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. type PlayerLatency struct { _ struct{} `type:"structure"` // Amount of time that represents the time lag experienced by the player when // connected to the specified Region. LatencyInMilliseconds *float64 `type:"float"` // A 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PlayerLatency) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PlayerLatency) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *PlayerLatency) Validate() error { invalidParams := request.ErrInvalidParams{Context: "PlayerLatency"} if s.PlayerId != nil && len(*s.PlayerId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) } if s.RegionIdentifier != nil && len(*s.RegionIdentifier) < 1 { invalidParams.Add(request.NewErrParamMinLen("RegionIdentifier", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLatencyInMilliseconds sets the LatencyInMilliseconds field's value. func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency { s.LatencyInMilliseconds = &v return s } // SetPlayerId sets the PlayerId field's value. func (s *PlayerLatency) SetPlayerId(v string) *PlayerLatency { s.PlayerId = &v return s } // SetRegionIdentifier sets the RegionIdentifier field's value. func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency { s.RegionIdentifier = &v return s } // Sets a latency cap for individual players when placing a game session. With // a latency policy in force, a game session cannot be placed in a fleet location // where a player reports latency higher than the cap. Latency policies are // used only with placement request that provide player latency information. // Player latency policies can be stacked to gradually relax latency requirements // over time. // // Latency policies are part of a GameSessionQueue. type PlayerLatencyPolicy struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PlayerLatencyPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PlayerLatencyPolicy) GoString() string { return s.String() } // SetMaximumIndividualPlayerLatencyMilliseconds sets the MaximumIndividualPlayerLatencyMilliseconds field's value. func (s *PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds(v int64) *PlayerLatencyPolicy { s.MaximumIndividualPlayerLatencyMilliseconds = &v return s } // SetPolicyDurationSeconds sets the PolicyDurationSeconds field's value. func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPolicy { s.PolicyDurationSeconds = &v return s } // Represents a player session. Player sessions are created either for a specific // game session, or as part of a game session placement or matchmaking request. // A player session can represents a reserved player slot in a game session // (when status is RESERVED) or actual player activity in a game session (when // status is ACTIVE). A player session object, including player data, is automatically // passed to a game session when the player connects to the game session and // is validated. After the game session ends, player sessions information is // retained for 30 days and then removed. // // Related actions // // CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement // | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type PlayerSession struct { _ struct{} `type:"structure"` // A 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"` // The DNS identifier assigned to the instance that is running the game session. // Values have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. // // * Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) // // When connecting to a game session that is running on a TLS-enabled fleet, // you must use the DNS name, not the IP address. DnsName *string `type:"string"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift fleet that the player's game session is running // on. FleetArn *string `type:"string"` // A unique identifier for the fleet that the player's game session is running // on. FleetId *string `type:"string"` // A unique identifier for the game session that the player session is connected // to. GameSessionId *string `min:"1" type:"string"` // The IP address of the game session. To connect to a GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Developer-defined information related to a player. GameLift does not use // this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // A unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // A unique identifier for a player session. PlayerSessionId *string `type:"string"` // Port number for the game session. To connect to a Amazon GameLift server // process, an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` // Current status of the player session. // // Possible player session statuses include the following: // // * RESERVED -- The player session request has been received, but the player // has not yet connected to the server process and/or been validated. // // * ACTIVE -- The player has been validated by the server process and is // currently connected. // // * COMPLETED -- The player connection has been dropped. // // * TIMEDOUT -- A player session request was received, but the player did // not connect and/or was not validated within the timeout limit (60 seconds). Status *string `type:"string" enum:"PlayerSessionStatus"` // A 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PlayerSession) GoString() string { return s.String() } // SetCreationTime sets the CreationTime field's value. func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession { s.CreationTime = &v return s } // SetDnsName sets the DnsName field's value. func (s *PlayerSession) SetDnsName(v string) *PlayerSession { s.DnsName = &v return s } // SetFleetArn sets the FleetArn field's value. func (s *PlayerSession) SetFleetArn(v string) *PlayerSession { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *PlayerSession) SetFleetId(v string) *PlayerSession { s.FleetId = &v return s } // SetGameSessionId sets the GameSessionId field's value. func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession { s.GameSessionId = &v return s } // SetIpAddress sets the IpAddress field's value. func (s *PlayerSession) SetIpAddress(v string) *PlayerSession { s.IpAddress = &v return s } // SetPlayerData sets the PlayerData field's value. func (s *PlayerSession) SetPlayerData(v string) *PlayerSession { s.PlayerData = &v return s } // SetPlayerId sets the PlayerId field's value. func (s *PlayerSession) SetPlayerId(v string) *PlayerSession { s.PlayerId = &v return s } // SetPlayerSessionId sets the PlayerSessionId field's value. func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession { s.PlayerSessionId = &v return s } // SetPort sets the Port field's value. func (s *PlayerSession) SetPort(v int64) *PlayerSession { s.Port = &v return s } // SetStatus sets the Status field's value. func (s *PlayerSession) SetStatus(v string) *PlayerSession { s.Status = &v return s } // SetTerminationTime sets the TerminationTime field's value. func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession { s.TerminationTime = &v return s } // Custom prioritization settings for use by a game session queue when placing // new game sessions with available game servers. When defined, this configuration // replaces the default FleetIQ prioritization process, which is as follows: // // * If player latency data is included in a game session request, destinations // and locations are prioritized first based on lowest average latency (1), // then on lowest hosting cost (2), then on destination list order (3), and // finally on location (alphabetical) (4). This approach ensures that the // queue's top priority is to place game sessions where average player latency // is lowest, and--if latency is the same--where the hosting cost is less, // etc. // // * If player latency data is not included, destinations and locations are // prioritized first on destination list order (1), and then on location // (alphabetical) (2). This approach ensures that the queue's top priority // is to place game sessions on the first destination fleet listed. If that // fleet has multiple locations, the game session is placed on the first // location (when listed alphabetically). // // Changing the priority order will affect how game sessions are placed. // // Priority configurations are part of a GameSessionQueue. type PriorityConfiguration struct { _ struct{} `type:"structure"` // The prioritization order to use for fleet locations, when the PriorityOrder // property includes LOCATION. Locations are identified by AWS Region codes // such as us-west-2. Each location can only be listed once. LocationOrder []*string `min:"1" type:"list"` // The recommended sequence to use when prioritizing where to place new game // sessions. Each type can only be listed once. // // * LATENCY -- FleetIQ prioritizes locations where the average player latency // (provided in each game session request) is lowest. // // * COST -- FleetIQ prioritizes destinations with the lowest current hosting // costs. Cost is evaluated based on the location, instance type, and fleet // type (Spot or On-Demand) for each destination in the queue. // // * DESTINATION -- FleetIQ prioritizes based on the order that destinations // are listed in the queue configuration. // // * LOCATION -- FleetIQ prioritizes based on the provided order of locations, // as defined in LocationOrder. PriorityOrder []*string `min:"1" type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PriorityConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PriorityConfiguration) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *PriorityConfiguration) Validate() error { invalidParams := request.ErrInvalidParams{Context: "PriorityConfiguration"} if s.LocationOrder != nil && len(s.LocationOrder) < 1 { invalidParams.Add(request.NewErrParamMinLen("LocationOrder", 1)) } if s.PriorityOrder != nil && len(s.PriorityOrder) < 1 { invalidParams.Add(request.NewErrParamMinLen("PriorityOrder", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetLocationOrder sets the LocationOrder field's value. func (s *PriorityConfiguration) SetLocationOrder(v []*string) *PriorityConfiguration { s.LocationOrder = v return s } // SetPriorityOrder sets the PriorityOrder field's value. func (s *PriorityConfiguration) SetPriorityOrder(v []*string) *PriorityConfiguration { s.PriorityOrder = v return s } // Represents the input for a request operation. type PutScalingPolicyInput struct { _ struct{} `type:"structure"` // Comparison operator to use when measuring the metric against the threshold // value. ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` // A unique identifier for the fleet to apply this policy to. You can use either // the fleet ID or ARN value. The fleet cannot be in any of the following statuses: // ERROR or DELETING. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Name of the Amazon GameLift-defined metric that is used to trigger a scaling // adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon // GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html). // // * ActivatingGameSessions -- Game sessions in the process of being created. // // * ActiveGameSessions -- Game sessions that are currently running. // // * ActiveInstances -- Fleet instances that are currently running at least // one game session. // // * AvailableGameSessions -- Additional game sessions that fleet could host // simultaneously, given current capacity. // // * AvailablePlayerSessions -- Empty player slots in currently active game // sessions. This includes game sessions that are not currently accepting // players. Reserved player slots are not included. // // * CurrentPlayerSessions -- Player slots in active game sessions that are // being used by a player or are reserved for a player. // // * IdleInstances -- Active instances that are currently hosting zero game // sessions. // // * PercentAvailableGameSessions -- Unused percentage of the total number // of game sessions that a fleet could host simultaneously, given current // capacity. Use this metric for a target-based scaling policy. // // * PercentIdleInstances -- Percentage of the total number of active instances // that are hosting zero game sessions. // // * QueueDepth -- Pending game session placement requests, in any queue, // where the current fleet is the top-priority destination. // // * WaitTime -- Current wait time for pending game session placement requests, // in any queue, where the current fleet is the top-priority destination. // // MetricName is a required field MetricName *string `type:"string" required:"true" enum:"MetricName"` // A descriptive label that is associated with a fleet's 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"` // The type of scaling policy to create. For a target-based policy, set the // parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. // For a rule-based policy set the following parameters: MetricName, ComparisonOperator, // Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment. PolicyType *string `type:"string" enum:"PolicyType"` // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer"` // The type of adjustment to make to a fleet's instance count (see FleetCapacity): // // * ChangeInCapacity -- add (or subtract) the scaling adjustment value from // the current instance count. Positive values scale up while negative values // scale down. // // * ExactCapacity -- set the instance count to the scaling adjustment value. // // * PercentChangeInCapacity -- increase or reduce the current instance count // by the scaling adjustment, read as a percentage. Positive values scale // up while negative values scale down; for example, a value of "-10" scales // the fleet down by 10%. ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"` // An object that contains settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration `type:"structure"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PutScalingPolicyInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PutScalingPolicyInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *PutScalingPolicyInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "PutScalingPolicyInput"} if s.EvaluationPeriods != nil && *s.EvaluationPeriods < 1 { invalidParams.Add(request.NewErrParamMinValue("EvaluationPeriods", 1)) } if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.MetricName == nil { invalidParams.Add(request.NewErrParamRequired("MetricName")) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.TargetConfiguration != nil { if err := s.TargetConfiguration.Validate(); err != nil { invalidParams.AddNested("TargetConfiguration", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetComparisonOperator sets the ComparisonOperator field's value. func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput { s.ComparisonOperator = &v return s } // SetEvaluationPeriods sets the EvaluationPeriods field's value. func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput { s.EvaluationPeriods = &v return s } // SetFleetId sets the FleetId field's value. func (s *PutScalingPolicyInput) SetFleetId(v string) *PutScalingPolicyInput { s.FleetId = &v return s } // SetMetricName sets the MetricName field's value. func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput { s.MetricName = &v return s } // SetName sets the Name field's value. func (s *PutScalingPolicyInput) SetName(v string) *PutScalingPolicyInput { s.Name = &v return s } // SetPolicyType sets the PolicyType field's value. func (s *PutScalingPolicyInput) SetPolicyType(v string) *PutScalingPolicyInput { s.PolicyType = &v return s } // SetScalingAdjustment sets the ScalingAdjustment field's value. func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput { s.ScalingAdjustment = &v return s } // SetScalingAdjustmentType sets the ScalingAdjustmentType field's value. func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput { s.ScalingAdjustmentType = &v return s } // SetTargetConfiguration sets the TargetConfiguration field's value. func (s *PutScalingPolicyInput) SetTargetConfiguration(v *TargetConfiguration) *PutScalingPolicyInput { s.TargetConfiguration = v return s } // SetThreshold sets the Threshold field's value. func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput { s.Threshold = &v return s } // Represents the returned data in response to a request operation. type PutScalingPolicyOutput struct { _ struct{} `type:"structure"` // A descriptive label that is associated with a fleet's scaling policy. Policy // names do not need to be unique. Name *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PutScalingPolicyOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s PutScalingPolicyOutput) GoString() string { return s.String() } // SetName sets the Name field's value. func (s *PutScalingPolicyOutput) SetName(v string) *PutScalingPolicyOutput { s.Name = &v return s } type RegisterGameServerInput struct { _ struct{} `type:"structure"` // Information that is needed to make inbound client connections to the game // server. This might include the IP address and port, DNS name, and other information. ConnectionInfo *string `min:"1" type:"string"` // A set of custom game server properties, formatted as a single string value. // This data is passed to a game client or service when it requests information // on game servers using ListGameServers or ClaimGameServer. GameServerData *string `min:"1" type:"string"` // A unique identifier for the game server group where the game server is running. // Use either the GameServerGroup name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // A custom string that uniquely identifies the game server to register. Game // server IDs are developer-defined and must be unique across all game server // groups in your AWS account. // // GameServerId is a required field GameServerId *string `min:"3" type:"string" required:"true"` // The unique identifier for the instance where the game server is running. // This ID is available in the instance metadata. EC2 instance IDs use a 17-character // format, for example: i-1234567890abcdef0. // // InstanceId is a required field InstanceId *string `min:"19" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RegisterGameServerInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RegisterGameServerInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *RegisterGameServerInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "RegisterGameServerInput"} if s.ConnectionInfo != nil && len(*s.ConnectionInfo) < 1 { invalidParams.Add(request.NewErrParamMinLen("ConnectionInfo", 1)) } if s.GameServerData != nil && len(*s.GameServerData) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerData", 1)) } if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.GameServerId == nil { invalidParams.Add(request.NewErrParamRequired("GameServerId")) } if s.GameServerId != nil && len(*s.GameServerId) < 3 { invalidParams.Add(request.NewErrParamMinLen("GameServerId", 3)) } if s.InstanceId == nil { invalidParams.Add(request.NewErrParamRequired("InstanceId")) } if s.InstanceId != nil && len(*s.InstanceId) < 19 { invalidParams.Add(request.NewErrParamMinLen("InstanceId", 19)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetConnectionInfo sets the ConnectionInfo field's value. func (s *RegisterGameServerInput) SetConnectionInfo(v string) *RegisterGameServerInput { s.ConnectionInfo = &v return s } // SetGameServerData sets the GameServerData field's value. func (s *RegisterGameServerInput) SetGameServerData(v string) *RegisterGameServerInput { s.GameServerData = &v return s } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *RegisterGameServerInput) SetGameServerGroupName(v string) *RegisterGameServerInput { s.GameServerGroupName = &v return s } // SetGameServerId sets the GameServerId field's value. func (s *RegisterGameServerInput) SetGameServerId(v string) *RegisterGameServerInput { s.GameServerId = &v return s } // SetInstanceId sets the InstanceId field's value. func (s *RegisterGameServerInput) SetInstanceId(v string) *RegisterGameServerInput { s.InstanceId = &v return s } type RegisterGameServerOutput struct { _ struct{} `type:"structure"` // Object that describes the newly registered game server. GameServer *GameServer `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RegisterGameServerOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RegisterGameServerOutput) GoString() string { return s.String() } // SetGameServer sets the GameServer field's value. func (s *RegisterGameServerOutput) SetGameServer(v *GameServer) *RegisterGameServerOutput { s.GameServer = v return s } // Represents the input for a request operation. type RequestUploadCredentialsInput struct { _ struct{} `type:"structure"` // A unique identifier for the build to get credentials for. You can use either // the build ID or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RequestUploadCredentialsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RequestUploadCredentialsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *RequestUploadCredentialsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "RequestUploadCredentialsInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *RequestUploadCredentialsInput) SetBuildId(v string) *RequestUploadCredentialsInput { s.BuildId = &v return s } // Represents the returned data in response to a request operation. type RequestUploadCredentialsOutput struct { _ struct{} `type:"structure"` // Amazon S3 path and key, identifying where the game build files are stored. StorageLocation *S3Location `type:"structure"` // AWS credentials required when uploading a game build to the storage location. // These credentials have a limited lifespan and are valid only for the build // they were issued for. // // UploadCredentials is a sensitive parameter and its value will be // replaced with "sensitive" in string returned by RequestUploadCredentialsOutput's // String and GoString methods. UploadCredentials *AwsCredentials `type:"structure" sensitive:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RequestUploadCredentialsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RequestUploadCredentialsOutput) GoString() string { return s.String() } // SetStorageLocation sets the StorageLocation field's value. func (s *RequestUploadCredentialsOutput) SetStorageLocation(v *S3Location) *RequestUploadCredentialsOutput { s.StorageLocation = v return s } // SetUploadCredentials sets the UploadCredentials field's value. func (s *RequestUploadCredentialsOutput) SetUploadCredentials(v *AwsCredentials) *RequestUploadCredentialsOutput { s.UploadCredentials = v return s } // Represents the input for a request operation. type ResolveAliasInput struct { _ struct{} `type:"structure"` // The unique identifier of the alias that you want to retrieve a fleet ID for. // You can use either the alias ID or ARN value. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ResolveAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ResolveAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ResolveAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ResolveAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *ResolveAliasInput) SetAliasId(v string) *ResolveAliasInput { s.AliasId = &v return s } // Represents the returned data in response to a request operation. type ResolveAliasOutput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift fleet resource that this alias points to. FleetArn *string `type:"string"` // The fleet identifier that the alias is pointing to. FleetId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ResolveAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ResolveAliasOutput) GoString() string { return s.String() } // SetFleetArn sets the FleetArn field's value. func (s *ResolveAliasOutput) SetFleetArn(v string) *ResolveAliasOutput { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput { s.FleetId = &v return s } // A policy that puts limits on the number of game sessions that a player can // create within a specified span of time. With this policy, you can control // players' ability to consume available resources. // // The policy is evaluated when a player tries to create a new game session. // On receiving a CreateGameSession request, GameLift checks that the player // (identified by CreatorId) has created fewer than game session limit in the // specified time period. // // The resource creation limit policy is included in FleetAttributes. type ResourceCreationLimitPolicy struct { _ struct{} `type:"structure"` // The maximum number of game sessions that an individual can create during // the policy period. NewGameSessionsPerCreator *int64 `type:"integer"` // The time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *int64 `type:"integer"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ResourceCreationLimitPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ResourceCreationLimitPolicy) GoString() string { return s.String() } // SetNewGameSessionsPerCreator sets the NewGameSessionsPerCreator field's value. func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy { s.NewGameSessionsPerCreator = &v return s } // SetPolicyPeriodInMinutes sets the PolicyPeriodInMinutes field's value. func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy { s.PolicyPeriodInMinutes = &v return s } type ResumeGameServerGroupInput struct { _ struct{} `type:"structure"` // A unique identifier for the game server group. Use either the GameServerGroup // name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // The activity to resume for this game server group. // // ResumeActions is a required field ResumeActions []*string `min:"1" type:"list" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ResumeGameServerGroupInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ResumeGameServerGroupInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ResumeGameServerGroupInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ResumeGameServerGroupInput"} if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.ResumeActions == nil { invalidParams.Add(request.NewErrParamRequired("ResumeActions")) } if s.ResumeActions != nil && len(s.ResumeActions) < 1 { invalidParams.Add(request.NewErrParamMinLen("ResumeActions", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *ResumeGameServerGroupInput) SetGameServerGroupName(v string) *ResumeGameServerGroupInput { s.GameServerGroupName = &v return s } // SetResumeActions sets the ResumeActions field's value. func (s *ResumeGameServerGroupInput) SetResumeActions(v []*string) *ResumeGameServerGroupInput { s.ResumeActions = v return s } type ResumeGameServerGroupOutput struct { _ struct{} `type:"structure"` // An object that describes the game server group resource, with the SuspendedActions // property updated to reflect the resumed activity. GameServerGroup *GameServerGroup `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ResumeGameServerGroupOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ResumeGameServerGroupOutput) GoString() string { return s.String() } // SetGameServerGroup sets the GameServerGroup field's value. func (s *ResumeGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *ResumeGameServerGroupOutput { s.GameServerGroup = v return s } // The routing configuration for a fleet alias. // // Related actions // // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type RoutingStrategy struct { _ struct{} `type:"structure"` // A unique identifier for the fleet that the alias points to. This value is // the fleet ID, not the fleet ARN. FleetId *string `type:"string"` // The message text to be used with a terminal routing strategy. Message *string `type:"string"` // The type of routing strategy for the alias. // // 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RoutingStrategy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RoutingStrategy) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *RoutingStrategy) SetFleetId(v string) *RoutingStrategy { s.FleetId = &v return s } // SetMessage sets the Message field's value. func (s *RoutingStrategy) SetMessage(v string) *RoutingStrategy { s.Message = &v return s } // SetType sets the Type field's value. func (s *RoutingStrategy) SetType(v string) *RoutingStrategy { s.Type = &v return s } // A collection of server process configurations that describe the set of processes // to run on each instance in a fleet. Server processes run either an executable // in a custom game build or a Realtime Servers script. GameLift launches the // configured processes, manages their life cycle, and replaces them as needed. // Each instance checks regularly for an updated runtime configuration. // // A GameLift instance is limited to 50 processes running concurrently. To calculate // the total number of processes in a runtime configuration, add the values // of the ConcurrentExecutions parameter for each ServerProcess. Learn more // about Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html). // // Related actions // // DescribeRuntimeConfiguration | UpdateRuntimeConfiguration type RuntimeConfiguration struct { _ struct{} `type:"structure"` // The maximum amount of time (in seconds) allowed to launch a new game session // and have it report ready to host players. During this time, the game session // is in status ACTIVATING. If the game session does not become active before // the timeout, it is ended and the game session status is changed to TERMINATED. GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"` // The number of game sessions in status ACTIVATING to allow on an instance. // This setting limits the instance resources that can be used for new game // activations at any one time. MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"` // A collection of server process configurations that identify what server processes // to run on each instance in a fleet. ServerProcesses []*ServerProcess `min:"1" type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RuntimeConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s RuntimeConfiguration) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *RuntimeConfiguration) Validate() error { invalidParams := request.ErrInvalidParams{Context: "RuntimeConfiguration"} if s.GameSessionActivationTimeoutSeconds != nil && *s.GameSessionActivationTimeoutSeconds < 1 { invalidParams.Add(request.NewErrParamMinValue("GameSessionActivationTimeoutSeconds", 1)) } if s.MaxConcurrentGameSessionActivations != nil && *s.MaxConcurrentGameSessionActivations < 1 { invalidParams.Add(request.NewErrParamMinValue("MaxConcurrentGameSessionActivations", 1)) } if s.ServerProcesses != nil && len(s.ServerProcesses) < 1 { invalidParams.Add(request.NewErrParamMinLen("ServerProcesses", 1)) } if s.ServerProcesses != nil { for i, v := range s.ServerProcesses { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "ServerProcesses", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionActivationTimeoutSeconds sets the GameSessionActivationTimeoutSeconds field's value. func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration { s.GameSessionActivationTimeoutSeconds = &v return s } // SetMaxConcurrentGameSessionActivations sets the MaxConcurrentGameSessionActivations field's value. func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration { s.MaxConcurrentGameSessionActivations = &v return s } // SetServerProcesses sets the ServerProcesses field's value. func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration { s.ServerProcesses = v return s } // The location in Amazon S3 where build or script files are stored for access // by Amazon GameLift. This location is specified in CreateBuild, CreateScript, // and UpdateScript requests. type S3Location struct { _ struct{} `type:"structure"` // An Amazon S3 bucket identifier. This is the name of the S3 bucket. // // GameLift currently does not support uploading from Amazon S3 buckets with // names that contain a dot (.). Bucket *string `min:"1" type:"string"` // The name of the zip file that contains the build files or script files. Key *string `min:"1" type:"string"` // The version of the file, if object versioning is turned on for the bucket. // Amazon GameLift uses this information when retrieving files from an S3 bucket // that you own. Use this parameter to specify a specific version of the file. // If not set, the latest version of the file is retrieved. ObjectVersion *string `min:"1" type:"string"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // for an IAM role that allows Amazon GameLift to access the S3 bucket. RoleArn *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s S3Location) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s S3Location) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *S3Location) Validate() error { invalidParams := request.ErrInvalidParams{Context: "S3Location"} if s.Bucket != nil && len(*s.Bucket) < 1 { invalidParams.Add(request.NewErrParamMinLen("Bucket", 1)) } if s.Key != nil && len(*s.Key) < 1 { invalidParams.Add(request.NewErrParamMinLen("Key", 1)) } if s.ObjectVersion != nil && len(*s.ObjectVersion) < 1 { invalidParams.Add(request.NewErrParamMinLen("ObjectVersion", 1)) } if s.RoleArn != nil && len(*s.RoleArn) < 1 { invalidParams.Add(request.NewErrParamMinLen("RoleArn", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBucket sets the Bucket field's value. func (s *S3Location) SetBucket(v string) *S3Location { s.Bucket = &v return s } // SetKey sets the Key field's value. func (s *S3Location) SetKey(v string) *S3Location { s.Key = &v return s } // SetObjectVersion sets the ObjectVersion field's value. func (s *S3Location) SetObjectVersion(v string) *S3Location { s.ObjectVersion = &v return s } // SetRoleArn sets the RoleArn field's value. func (s *S3Location) SetRoleArn(v string) *S3Location { s.RoleArn = &v return s } // Rule that controls how a fleet is scaled. Scaling policies are uniquely identified // by the combination of name and fleet ID. // // Related actions // // DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | // PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions // | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type ScalingPolicy struct { _ struct{} `type:"structure"` // 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"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet that is associated with this scaling policy. FleetId *string `type:"string"` Location *string `min:"1" type:"string"` // Name of the Amazon GameLift-defined metric that is used to trigger a scaling // adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon // GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html). // // * ActivatingGameSessions -- Game sessions in the process of being created. // // * ActiveGameSessions -- Game sessions that are currently running. // // * ActiveInstances -- Fleet instances that are currently running at least // one game session. // // * AvailableGameSessions -- Additional game sessions that fleet could host // simultaneously, given current capacity. // // * AvailablePlayerSessions -- Empty player slots in currently active game // sessions. This includes game sessions that are not currently accepting // players. Reserved player slots are not included. // // * CurrentPlayerSessions -- Player slots in active game sessions that are // being used by a player or are reserved for a player. // // * IdleInstances -- Active instances that are currently hosting zero game // sessions. // // * PercentAvailableGameSessions -- Unused percentage of the total number // of game sessions that a fleet could host simultaneously, given current // capacity. Use this metric for a target-based scaling policy. // // * PercentIdleInstances -- Percentage of the total number of active instances // that are hosting zero game sessions. // // * QueueDepth -- Pending game session placement requests, in any queue, // where the current fleet is the top-priority destination. // // * WaitTime -- Current wait time for pending game session placement requests, // in any queue, where the current fleet is the top-priority destination. MetricName *string `type:"string" enum:"MetricName"` // A descriptive label that is associated with a fleet's scaling policy. Policy // names do not need to be unique. Name *string `min:"1" type:"string"` // The type of scaling policy to create. For a target-based policy, set the // parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. // For a rule-based policy set the following parameters: MetricName, ComparisonOperator, // Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment. PolicyType *string `type:"string" enum:"PolicyType"` // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer"` // The type of adjustment to make to a fleet's instance count (see FleetCapacity): // // * ChangeInCapacity -- add (or subtract) the scaling adjustment value from // the current instance count. Positive values scale up while negative values // scale down. // // * ExactCapacity -- set the instance count to the scaling adjustment value. // // * PercentChangeInCapacity -- increase or reduce the current instance count // by the scaling adjustment, read as a percentage. Positive values scale // up while negative values scale down. ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"` // Current status of the scaling policy. The scaling policy can be in force // only when in an ACTIVE status. Scaling policies can be suspended for individual // fleets (see StopFleetActions; if suspended for a fleet, the policy status // does not change. View a fleet's stopped actions by calling DescribeFleetCapacity. // // * ACTIVE -- The scaling policy can be used for auto-scaling a fleet. // // * UPDATE_REQUESTED -- A request to update the scaling policy has been // received. // // * UPDATING -- A change is being made to the scaling policy. // // * DELETE_REQUESTED -- A request to delete the scaling policy has been // received. // // * DELETING -- The scaling policy is being deleted. // // * DELETED -- The scaling policy has been deleted. // // * ERROR -- An error occurred in creating the policy. It should be removed // and recreated. Status *string `type:"string" enum:"ScalingStatusType"` // An object that contains settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration `type:"structure"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` // The current status of the fleet's scaling policies in a requested fleet location. // The status PENDING_UPDATE indicates that an update was requested for the // fleet but has not yet been completed for the location. UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ScalingPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ScalingPolicy) GoString() string { return s.String() } // SetComparisonOperator sets the ComparisonOperator field's value. func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy { s.ComparisonOperator = &v return s } // SetEvaluationPeriods sets the EvaluationPeriods field's value. func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy { s.EvaluationPeriods = &v return s } // SetFleetArn sets the FleetArn field's value. func (s *ScalingPolicy) SetFleetArn(v string) *ScalingPolicy { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy { s.FleetId = &v return s } // SetLocation sets the Location field's value. func (s *ScalingPolicy) SetLocation(v string) *ScalingPolicy { s.Location = &v return s } // SetMetricName sets the MetricName field's value. func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy { s.MetricName = &v return s } // SetName sets the Name field's value. func (s *ScalingPolicy) SetName(v string) *ScalingPolicy { s.Name = &v return s } // SetPolicyType sets the PolicyType field's value. func (s *ScalingPolicy) SetPolicyType(v string) *ScalingPolicy { s.PolicyType = &v return s } // SetScalingAdjustment sets the ScalingAdjustment field's value. func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy { s.ScalingAdjustment = &v return s } // SetScalingAdjustmentType sets the ScalingAdjustmentType field's value. func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy { s.ScalingAdjustmentType = &v return s } // SetStatus sets the Status field's value. func (s *ScalingPolicy) SetStatus(v string) *ScalingPolicy { s.Status = &v return s } // SetTargetConfiguration sets the TargetConfiguration field's value. func (s *ScalingPolicy) SetTargetConfiguration(v *TargetConfiguration) *ScalingPolicy { s.TargetConfiguration = v return s } // SetThreshold sets the Threshold field's value. func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy { s.Threshold = &v return s } // SetUpdateStatus sets the UpdateStatus field's value. func (s *ScalingPolicy) SetUpdateStatus(v string) *ScalingPolicy { s.UpdateStatus = &v return s } // Properties describing a Realtime script. // // Related actions // // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type Script struct { _ struct{} `type:"structure"` // A 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"` // A descriptive label that is associated with a script. Script names do not // need to be unique. Name *string `min:"1" type:"string"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift script resource and uniquely identifies it. // ARNs are unique across all Regions. In a GameLift script ARN, the resource // ID matches the ScriptId value. ScriptArn *string `type:"string"` // A unique identifier for the Realtime script ScriptId *string `type:"string"` // The file size of the uploaded Realtime script, expressed in bytes. When files // are uploaded from an S3 location, this value remains at "0". SizeOnDisk *int64 `min:"1" type:"long"` // The location in Amazon S3 where build or script files are stored for access // by Amazon GameLift. This location is specified in CreateBuild, CreateScript, // and UpdateScript requests. StorageLocation *S3Location `type:"structure"` // Version information that is associated with a build or script. Version strings // do not need to be unique. Version *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Script) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Script) GoString() string { return s.String() } // SetCreationTime sets the CreationTime field's value. func (s *Script) SetCreationTime(v time.Time) *Script { s.CreationTime = &v return s } // SetName sets the Name field's value. func (s *Script) SetName(v string) *Script { s.Name = &v return s } // SetScriptArn sets the ScriptArn field's value. func (s *Script) SetScriptArn(v string) *Script { s.ScriptArn = &v return s } // SetScriptId sets the ScriptId field's value. func (s *Script) SetScriptId(v string) *Script { s.ScriptId = &v return s } // SetSizeOnDisk sets the SizeOnDisk field's value. func (s *Script) SetSizeOnDisk(v int64) *Script { s.SizeOnDisk = &v return s } // SetStorageLocation sets the StorageLocation field's value. func (s *Script) SetStorageLocation(v *S3Location) *Script { s.StorageLocation = v return s } // SetVersion sets the Version field's value. func (s *Script) SetVersion(v string) *Script { s.Version = &v return s } // Represents the input for a request operation. type SearchGameSessionsInput struct { _ struct{} `type:"structure"` // A unique identifier for the alias associated with the fleet to search for // active game sessions. You can use either the alias ID or ARN value. Each // request must reference either a fleet ID or alias ID, but not both. AliasId *string `type:"string"` // String containing the search criteria for the session search. If no filter // expression is included, the request returns results for all game sessions // in the fleet that are in ACTIVE status. // // A filter expression can contain one or multiple conditions. Each condition // consists of the following: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, // playerSessionCount, hasAvailablePlayerSessions. // // * Comparator -- Valid comparators are: =, <>, <, >, <=, >=. // // * Value -- Value to be searched for. Values may be numbers, boolean values // (true/false) or strings depending on the operand. String values are case // sensitive and must be enclosed in single quotes. Special characters must // be escaped. Boolean and string values can only be used with the comparators // = and <>. For example, the following filter expression searches on gameSessionName: // "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'". // // To chain multiple conditions in a single expression, use the logical keywords // AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT // z, NOT (x OR y). // // Session search evaluates conditions from left to right using the following // precedence rules: // // =, <>, <, >, <=, >= // // Parentheses // // NOT // // AND // // OR // // For example, this filter expression retrieves game sessions hosting at least // ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true". FilterExpression *string `min:"1" type:"string"` // A unique identifier for the fleet to search for active game sessions. You // can use either the fleet ID or ARN value. Each request must reference either // a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // The 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"` // A fleet location to search for game sessions. You can specify a fleet's home // Region or a remote location. Use the AWS Region code format, such as us-west-2. Location *string `min:"1" type:"string"` // A token that indicates the start of the next sequential page of results. // Use the token that is returned with a previous call to this operation. To // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Instructions on how to sort the search results. If no sort expression is // included, the request returns results in random order. A sort expression // consists of the following elements: // // * Operand -- Name of a game session attribute. Valid values are gameSessionName, // gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, // playerSessionCount, hasAvailablePlayerSessions. // // * Order -- Valid sort orders are ASC (ascending) and DESC (descending). // // For example, this sort expression returns the oldest active sessions first: // "SortExpression": "creationTimeMillis ASC". Results with a null value for // the sort operand are returned at the end of the list. SortExpression *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s SearchGameSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s SearchGameSessionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *SearchGameSessionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "SearchGameSessionsInput"} if s.FilterExpression != nil && len(*s.FilterExpression) < 1 { invalidParams.Add(request.NewErrParamMinLen("FilterExpression", 1)) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } if s.SortExpression != nil && len(*s.SortExpression) < 1 { invalidParams.Add(request.NewErrParamMinLen("SortExpression", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *SearchGameSessionsInput) SetAliasId(v string) *SearchGameSessionsInput { s.AliasId = &v return s } // SetFilterExpression sets the FilterExpression field's value. func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput { s.FilterExpression = &v return s } // SetFleetId sets the FleetId field's value. func (s *SearchGameSessionsInput) SetFleetId(v string) *SearchGameSessionsInput { s.FleetId = &v return s } // SetLimit sets the Limit field's value. func (s *SearchGameSessionsInput) SetLimit(v int64) *SearchGameSessionsInput { s.Limit = &v return s } // SetLocation sets the Location field's value. func (s *SearchGameSessionsInput) SetLocation(v string) *SearchGameSessionsInput { s.Location = &v return s } // SetNextToken sets the NextToken field's value. func (s *SearchGameSessionsInput) SetNextToken(v string) *SearchGameSessionsInput { s.NextToken = &v return s } // SetSortExpression sets the SortExpression field's value. func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput { s.SortExpression = &v return s } // Represents the returned data in response to a request operation. type SearchGameSessionsOutput struct { _ struct{} `type:"structure"` // A collection of objects containing game session properties for each session // that matches the request. GameSessions []*GameSession `type:"list"` // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s SearchGameSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s SearchGameSessionsOutput) GoString() string { return s.String() } // SetGameSessions sets the GameSessions field's value. func (s *SearchGameSessionsOutput) SetGameSessions(v []*GameSession) *SearchGameSessionsOutput { s.GameSessions = v return s } // SetNextToken sets the NextToken field's value. func (s *SearchGameSessionsOutput) SetNextToken(v string) *SearchGameSessionsOutput { s.NextToken = &v return s } // A set of instructions for launching server processes on each instance in // a fleet. Server processes run either an executable in a custom game build // or a Realtime Servers script. Server process configurations are part of a // fleet's RuntimeConfiguration. type ServerProcess struct { _ struct{} `type:"structure"` // The number of server processes using this configuration that run concurrently // on each instance. // // ConcurrentExecutions is a required field ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` // The location of a game build executable or the Realtime script file that // contains the Init() function. Game builds and Realtime scripts are installed // on instances at the root: // // * Windows (custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe" // // * Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js" // // LaunchPath is a required field LaunchPath *string `min:"1" type:"string" required:"true"` // An optional list of parameters to pass to the server executable or Realtime // script on launch. Parameters *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ServerProcess) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ServerProcess) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ServerProcess) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ServerProcess"} if s.ConcurrentExecutions == nil { invalidParams.Add(request.NewErrParamRequired("ConcurrentExecutions")) } if s.ConcurrentExecutions != nil && *s.ConcurrentExecutions < 1 { invalidParams.Add(request.NewErrParamMinValue("ConcurrentExecutions", 1)) } if s.LaunchPath == nil { invalidParams.Add(request.NewErrParamRequired("LaunchPath")) } if s.LaunchPath != nil && len(*s.LaunchPath) < 1 { invalidParams.Add(request.NewErrParamMinLen("LaunchPath", 1)) } if s.Parameters != nil && len(*s.Parameters) < 1 { invalidParams.Add(request.NewErrParamMinLen("Parameters", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetConcurrentExecutions sets the ConcurrentExecutions field's value. func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess { s.ConcurrentExecutions = &v return s } // SetLaunchPath sets the LaunchPath field's value. func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess { s.LaunchPath = &v return s } // SetParameters sets the Parameters field's value. func (s *ServerProcess) SetParameters(v string) *ServerProcess { s.Parameters = &v return s } // Represents the input for a request operation. type StartFleetActionsInput struct { _ struct{} `type:"structure"` // List of actions to restart on the fleet. // // Actions is a required field Actions []*string `min:"1" type:"list" required:"true"` // A unique identifier for the fleet to restart actions on. You can use either // the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // The fleet location to restart fleet actions for. Specify a location in the // form of an AWS Region code, such as us-west-2. Location *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartFleetActionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartFleetActionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *StartFleetActionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "StartFleetActionsInput"} if s.Actions == nil { invalidParams.Add(request.NewErrParamRequired("Actions")) } if s.Actions != nil && len(s.Actions) < 1 { invalidParams.Add(request.NewErrParamMinLen("Actions", 1)) } if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetActions sets the Actions field's value. func (s *StartFleetActionsInput) SetActions(v []*string) *StartFleetActionsInput { s.Actions = v return s } // SetFleetId sets the FleetId field's value. func (s *StartFleetActionsInput) SetFleetId(v string) *StartFleetActionsInput { s.FleetId = &v return s } // SetLocation sets the Location field's value. func (s *StartFleetActionsInput) SetLocation(v string) *StartFleetActionsInput { s.Location = &v return s } // Represents the returned data in response to a request operation. type StartFleetActionsOutput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet to restart actions on. FleetId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartFleetActionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartFleetActionsOutput) GoString() string { return s.String() } // SetFleetArn sets the FleetArn field's value. func (s *StartFleetActionsOutput) SetFleetArn(v string) *StartFleetActionsOutput { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *StartFleetActionsOutput) SetFleetId(v string) *StartFleetActionsOutput { s.FleetId = &v return s } // Represents the input for a request operation. type StartGameSessionPlacementInput struct { _ struct{} `type:"structure"` // Set of information on each player to create a player session for. DesiredPlayerSessions []*DesiredPlayerSession `type:"list"` // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // A 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. You can use either // the queue name or ARN value. // // GameSessionQueueName is a required field GameSessionQueueName *string `min:"1" type:"string" required:"true"` // The maximum number of players that can be connected simultaneously to the // game session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // A 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"` // A set of values, expressed in milliseconds, that indicates the amount of // latency that a player experiences when connected to AWS Regions. This information // is used to try to place the new game session where it can offer the best // possible gameplay experience for the players. PlayerLatencies []*PlayerLatency `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartGameSessionPlacementInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartGameSessionPlacementInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *StartGameSessionPlacementInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "StartGameSessionPlacementInput"} if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) } if s.GameSessionName != nil && len(*s.GameSessionName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionName", 1)) } if s.GameSessionQueueName == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionQueueName")) } if s.GameSessionQueueName != nil && len(*s.GameSessionQueueName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionQueueName", 1)) } if s.MaximumPlayerSessionCount == nil { invalidParams.Add(request.NewErrParamRequired("MaximumPlayerSessionCount")) } if s.PlacementId == nil { invalidParams.Add(request.NewErrParamRequired("PlacementId")) } if s.PlacementId != nil && len(*s.PlacementId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) } if s.DesiredPlayerSessions != nil { for i, v := range s.DesiredPlayerSessions { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "DesiredPlayerSessions", i), err.(request.ErrInvalidParams)) } } } if s.GameProperties != nil { for i, v := range s.GameProperties { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) } } } if s.PlayerLatencies != nil { for i, v := range s.PlayerLatencies { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "PlayerLatencies", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDesiredPlayerSessions sets the DesiredPlayerSessions field's value. func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput { s.DesiredPlayerSessions = v return s } // SetGameProperties sets the GameProperties field's value. func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput { s.GameProperties = v return s } // SetGameSessionData sets the GameSessionData field's value. func (s *StartGameSessionPlacementInput) SetGameSessionData(v string) *StartGameSessionPlacementInput { s.GameSessionData = &v return s } // SetGameSessionName sets the GameSessionName field's value. func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput { s.GameSessionName = &v return s } // SetGameSessionQueueName sets the GameSessionQueueName field's value. func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput { s.GameSessionQueueName = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput { s.MaximumPlayerSessionCount = &v return s } // SetPlacementId sets the PlacementId field's value. func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput { s.PlacementId = &v return s } // SetPlayerLatencies sets the PlayerLatencies field's value. func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput { s.PlayerLatencies = v return s } // Represents the returned data in response to a request operation. type StartGameSessionPlacementOutput struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartGameSessionPlacementOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartGameSessionPlacementOutput) GoString() string { return s.String() } // SetGameSessionPlacement sets the GameSessionPlacement field's value. func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StartGameSessionPlacementOutput { s.GameSessionPlacement = v return s } // Represents the input for a request operation. type StartMatchBackfillInput struct { _ struct{} `type:"structure"` // Name of the matchmaker to use for this request. You can use either the configuration // name or ARN value. The ARN of the matchmaker that was used with the original // game session is listed in the GameSession object, MatchmakerData property. // // ConfigurationName is a required field ConfigurationName *string `min:"1" type:"string" required:"true"` // A unique identifier for the game session. Use the game session ID. When using // FlexMatch as a standalone matchmaking solution, this parameter is not needed. GameSessionArn *string `min:"1" type:"string"` // Match information on all players that are currently assigned to the game // session. This information is used by the matchmaker to find new players and // add them to the existing game. // // * PlayerID, PlayerAttributes, Team -- This information is maintained in // the GameSession object, MatchmakerData property, for all players who are // currently assigned to the game session. The matchmaker data is in JSON // syntax, formatted as a string. For more details, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). // // * LatencyInMs -- If the matchmaker uses player latency, include a latency // value, in milliseconds, for the Region that the game session is currently // in. Do not include latency values for any other Region. // // Players is a required field Players []*Player `type:"list" required:"true"` // A unique identifier for a matchmaking ticket. If no ticket ID is specified // here, Amazon GameLift will generate one in the form of a UUID. Use this identifier // to track the match backfill ticket status and retrieve match results. TicketId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartMatchBackfillInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartMatchBackfillInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *StartMatchBackfillInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "StartMatchBackfillInput"} if s.ConfigurationName == nil { invalidParams.Add(request.NewErrParamRequired("ConfigurationName")) } if s.ConfigurationName != nil && len(*s.ConfigurationName) < 1 { invalidParams.Add(request.NewErrParamMinLen("ConfigurationName", 1)) } if s.GameSessionArn != nil && len(*s.GameSessionArn) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionArn", 1)) } if s.Players == nil { invalidParams.Add(request.NewErrParamRequired("Players")) } if s.Players != nil { for i, v := range s.Players { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Players", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetConfigurationName sets the ConfigurationName field's value. func (s *StartMatchBackfillInput) SetConfigurationName(v string) *StartMatchBackfillInput { s.ConfigurationName = &v return s } // SetGameSessionArn sets the GameSessionArn field's value. func (s *StartMatchBackfillInput) SetGameSessionArn(v string) *StartMatchBackfillInput { s.GameSessionArn = &v return s } // SetPlayers sets the Players field's value. func (s *StartMatchBackfillInput) SetPlayers(v []*Player) *StartMatchBackfillInput { s.Players = v return s } // SetTicketId sets the TicketId field's value. func (s *StartMatchBackfillInput) SetTicketId(v string) *StartMatchBackfillInput { s.TicketId = &v return s } // Represents the returned data in response to a request operation. type StartMatchBackfillOutput struct { _ struct{} `type:"structure"` // Ticket representing the backfill matchmaking request. This object includes // the information in the request, ticket status, and match results as generated // during the matchmaking process. MatchmakingTicket *MatchmakingTicket `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartMatchBackfillOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartMatchBackfillOutput) GoString() string { return s.String() } // SetMatchmakingTicket sets the MatchmakingTicket field's value. func (s *StartMatchBackfillOutput) SetMatchmakingTicket(v *MatchmakingTicket) *StartMatchBackfillOutput { s.MatchmakingTicket = v return s } // Represents the input for a request operation. type StartMatchmakingInput struct { _ struct{} `type:"structure"` // Name of the matchmaking configuration to use for this request. Matchmaking // configurations must exist in the same Region as this request. You can use // either the configuration name or ARN value. // // ConfigurationName is a required field ConfigurationName *string `min:"1" type:"string" required:"true"` // Information on each player to be matched. This information must include a // player ID, and may contain player attributes and latency data to be used // in the matchmaking process. After a successful match, Player objects contain // the name of the team the player is assigned to. // // Players is a required field Players []*Player `type:"list" required:"true"` // A unique identifier for a matchmaking ticket. If no ticket ID is specified // here, Amazon GameLift will generate one in the form of a UUID. Use this identifier // to track the matchmaking ticket status and retrieve match results. TicketId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartMatchmakingInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartMatchmakingInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *StartMatchmakingInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "StartMatchmakingInput"} if s.ConfigurationName == nil { invalidParams.Add(request.NewErrParamRequired("ConfigurationName")) } if s.ConfigurationName != nil && len(*s.ConfigurationName) < 1 { invalidParams.Add(request.NewErrParamMinLen("ConfigurationName", 1)) } if s.Players == nil { invalidParams.Add(request.NewErrParamRequired("Players")) } if s.Players != nil { for i, v := range s.Players { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Players", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetConfigurationName sets the ConfigurationName field's value. func (s *StartMatchmakingInput) SetConfigurationName(v string) *StartMatchmakingInput { s.ConfigurationName = &v return s } // SetPlayers sets the Players field's value. func (s *StartMatchmakingInput) SetPlayers(v []*Player) *StartMatchmakingInput { s.Players = v return s } // SetTicketId sets the TicketId field's value. func (s *StartMatchmakingInput) SetTicketId(v string) *StartMatchmakingInput { s.TicketId = &v return s } // Represents the returned data in response to a request operation. type StartMatchmakingOutput struct { _ struct{} `type:"structure"` // Ticket representing the matchmaking request. This object include the information // included in the request, ticket status, and match results as generated during // the matchmaking process. MatchmakingTicket *MatchmakingTicket `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartMatchmakingOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StartMatchmakingOutput) GoString() string { return s.String() } // SetMatchmakingTicket sets the MatchmakingTicket field's value. func (s *StartMatchmakingOutput) SetMatchmakingTicket(v *MatchmakingTicket) *StartMatchmakingOutput { s.MatchmakingTicket = v return s } // Represents the input for a request operation. type StopFleetActionsInput struct { _ struct{} `type:"structure"` // List of actions to suspend on the fleet. // // Actions is a required field Actions []*string `min:"1" type:"list" required:"true"` // A unique identifier for the fleet to stop actions on. You can use either // the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // The fleet location to stop fleet actions for. Specify a location in the form // of an AWS Region code, such as us-west-2. Location *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopFleetActionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopFleetActionsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *StopFleetActionsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "StopFleetActionsInput"} if s.Actions == nil { invalidParams.Add(request.NewErrParamRequired("Actions")) } if s.Actions != nil && len(s.Actions) < 1 { invalidParams.Add(request.NewErrParamMinLen("Actions", 1)) } if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetActions sets the Actions field's value. func (s *StopFleetActionsInput) SetActions(v []*string) *StopFleetActionsInput { s.Actions = v return s } // SetFleetId sets the FleetId field's value. func (s *StopFleetActionsInput) SetFleetId(v string) *StopFleetActionsInput { s.FleetId = &v return s } // SetLocation sets the Location field's value. func (s *StopFleetActionsInput) SetLocation(v string) *StopFleetActionsInput { s.Location = &v return s } // Represents the input for a request operation. type StopFleetActionsOutput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet to stop actions on. FleetId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopFleetActionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopFleetActionsOutput) GoString() string { return s.String() } // SetFleetArn sets the FleetArn field's value. func (s *StopFleetActionsOutput) SetFleetArn(v string) *StopFleetActionsOutput { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *StopFleetActionsOutput) SetFleetId(v string) *StopFleetActionsOutput { s.FleetId = &v return s } // Represents the input for a request operation. type StopGameSessionPlacementInput struct { _ struct{} `type:"structure"` // A unique identifier for a game session placement to cancel. // // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopGameSessionPlacementInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopGameSessionPlacementInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *StopGameSessionPlacementInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "StopGameSessionPlacementInput"} if s.PlacementId == nil { invalidParams.Add(request.NewErrParamRequired("PlacementId")) } if s.PlacementId != nil && len(*s.PlacementId) < 1 { invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetPlacementId sets the PlacementId field's value. func (s *StopGameSessionPlacementInput) SetPlacementId(v string) *StopGameSessionPlacementInput { s.PlacementId = &v return s } // Represents the returned data in response to a request operation. type StopGameSessionPlacementOutput struct { _ struct{} `type:"structure"` // Object that describes the canceled game session placement, with CANCELLED // status and an end time stamp. GameSessionPlacement *GameSessionPlacement `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopGameSessionPlacementOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopGameSessionPlacementOutput) GoString() string { return s.String() } // SetGameSessionPlacement sets the GameSessionPlacement field's value. func (s *StopGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StopGameSessionPlacementOutput { s.GameSessionPlacement = v return s } // Represents the input for a request operation. type StopMatchmakingInput struct { _ struct{} `type:"structure"` // A unique identifier for a matchmaking ticket. // // TicketId is a required field TicketId *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopMatchmakingInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopMatchmakingInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *StopMatchmakingInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "StopMatchmakingInput"} if s.TicketId == nil { invalidParams.Add(request.NewErrParamRequired("TicketId")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetTicketId sets the TicketId field's value. func (s *StopMatchmakingInput) SetTicketId(v string) *StopMatchmakingInput { s.TicketId = &v return s } type StopMatchmakingOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopMatchmakingOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s StopMatchmakingOutput) GoString() string { return s.String() } type SuspendGameServerGroupInput struct { _ struct{} `type:"structure"` // A unique identifier for the game server group. Use either the GameServerGroup // name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // The activity to suspend for this game server group. // // SuspendActions is a required field SuspendActions []*string `min:"1" type:"list" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s SuspendGameServerGroupInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s SuspendGameServerGroupInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *SuspendGameServerGroupInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "SuspendGameServerGroupInput"} if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.SuspendActions == nil { invalidParams.Add(request.NewErrParamRequired("SuspendActions")) } if s.SuspendActions != nil && len(s.SuspendActions) < 1 { invalidParams.Add(request.NewErrParamMinLen("SuspendActions", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *SuspendGameServerGroupInput) SetGameServerGroupName(v string) *SuspendGameServerGroupInput { s.GameServerGroupName = &v return s } // SetSuspendActions sets the SuspendActions field's value. func (s *SuspendGameServerGroupInput) SetSuspendActions(v []*string) *SuspendGameServerGroupInput { s.SuspendActions = v return s } type SuspendGameServerGroupOutput struct { _ struct{} `type:"structure"` // An object that describes the game server group resource, with the SuspendedActions // property updated to reflect the suspended activity. GameServerGroup *GameServerGroup `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s SuspendGameServerGroupOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s SuspendGameServerGroupOutput) GoString() string { return s.String() } // SetGameServerGroup sets the GameServerGroup field's value. func (s *SuspendGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *SuspendGameServerGroupOutput { s.GameServerGroup = v return s } // A label that can be assigned to a GameLift resource. // // Learn more // // Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // in the AWS General Reference // // AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) // // Related actions // // TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type Tag struct { _ struct{} `type:"structure"` // The key for a developer-defined key:value pair for tagging an AWS resource. // // Key is a required field Key *string `min:"1" type:"string" required:"true"` // The value for a developer-defined key:value pair for tagging an AWS resource. // // Value is a required field Value *string `type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Tag) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s Tag) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *Tag) Validate() error { invalidParams := request.ErrInvalidParams{Context: "Tag"} if s.Key == nil { invalidParams.Add(request.NewErrParamRequired("Key")) } if s.Key != nil && len(*s.Key) < 1 { invalidParams.Add(request.NewErrParamMinLen("Key", 1)) } if s.Value == nil { invalidParams.Add(request.NewErrParamRequired("Value")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetKey sets the Key field's value. func (s *Tag) SetKey(v string) *Tag { s.Key = &v return s } // SetValue sets the Value field's value. func (s *Tag) SetValue(v string) *Tag { s.Value = &v return s } type TagResourceInput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to and uniquely identifies the GameLift resource that you // want to assign tags to. GameLift resource ARNs are included in the data object // for the resource, which can be retrieved by calling a List or Describe operation // for the resource type. // // ResourceARN is a required field ResourceARN *string `min:"1" type:"string" required:"true"` // A list of one or more tags to assign to the specified GameLift resource. // Tags are developer-defined and structured as key-value pairs. The maximum // tag limit may be lower than stated. See Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) // for actual tagging limits. // // Tags is a required field Tags []*Tag `type:"list" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TagResourceInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TagResourceInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *TagResourceInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "TagResourceInput"} if s.ResourceARN == nil { invalidParams.Add(request.NewErrParamRequired("ResourceARN")) } if s.ResourceARN != nil && len(*s.ResourceARN) < 1 { invalidParams.Add(request.NewErrParamMinLen("ResourceARN", 1)) } if s.Tags == nil { invalidParams.Add(request.NewErrParamRequired("Tags")) } if s.Tags != nil { for i, v := range s.Tags { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetResourceARN sets the ResourceARN field's value. func (s *TagResourceInput) SetResourceARN(v string) *TagResourceInput { s.ResourceARN = &v return s } // SetTags sets the Tags field's value. func (s *TagResourceInput) SetTags(v []*Tag) *TagResourceInput { s.Tags = v return s } type TagResourceOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TagResourceOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TagResourceOutput) GoString() string { return s.String() } // The requested tagging operation did not succeed. This may be due to invalid // tag format or the maximum tag limit may have been exceeded. Resolve the issue // before retrying. type TaggingFailedException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TaggingFailedException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TaggingFailedException) GoString() string { return s.String() } func newErrorTaggingFailedException(v protocol.ResponseMetadata) error { return &TaggingFailedException{ RespMetadata: v, } } // Code returns the exception type name. func (s *TaggingFailedException) Code() string { return "TaggingFailedException" } // Message returns the exception's message. func (s *TaggingFailedException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *TaggingFailedException) OrigErr() error { return nil } func (s *TaggingFailedException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *TaggingFailedException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *TaggingFailedException) RequestID() string { return s.RespMetadata.RequestID } // Settings for a target-based scaling policy (see ScalingPolicy. A target-based // policy tracks a particular fleet metric specifies a target value for the // metric. As player usage changes, the policy triggers Amazon GameLift to adjust // capacity so that the metric returns to the target value. The target configuration // specifies settings as needed for the target based policy, including the target // value. // // Related actions // // DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | // PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions // | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type TargetConfiguration struct { _ struct{} `type:"structure"` // Desired value to use with a target-based scaling policy. The value must be // relevant for whatever metric the scaling policy is using. For example, in // a policy using the metric PercentAvailableGameSessions, the target value // should be the preferred size of the fleet's buffer (the percent of capacity // that should be idle and ready for new game sessions). // // TargetValue is a required field TargetValue *float64 `type:"double" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TargetConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TargetConfiguration) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *TargetConfiguration) Validate() error { invalidParams := request.ErrInvalidParams{Context: "TargetConfiguration"} if s.TargetValue == nil { invalidParams.Add(request.NewErrParamRequired("TargetValue")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetTargetValue sets the TargetValue field's value. func (s *TargetConfiguration) SetTargetValue(v float64) *TargetConfiguration { s.TargetValue = &v return s } // This data type is used with the GameLift FleetIQ and game server groups. // // Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy. // These settings are used to create a target-based policy that tracks the GameLift // FleetIQ metric "PercentUtilizedGameServers" and specifies a target value // for the metric. As player usage changes, the policy triggers to adjust the // game server group capacity so that the metric returns to the target value. type TargetTrackingConfiguration struct { _ struct{} `type:"structure"` // Desired value to use with a game server group target-based scaling policy. // // TargetValue is a required field TargetValue *float64 `type:"double" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TargetTrackingConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TargetTrackingConfiguration) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *TargetTrackingConfiguration) Validate() error { invalidParams := request.ErrInvalidParams{Context: "TargetTrackingConfiguration"} if s.TargetValue == nil { invalidParams.Add(request.NewErrParamRequired("TargetValue")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetTargetValue sets the TargetValue field's value. func (s *TargetTrackingConfiguration) SetTargetValue(v float64) *TargetTrackingConfiguration { s.TargetValue = &v return s } // 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. type TerminalRoutingStrategyException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TerminalRoutingStrategyException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s TerminalRoutingStrategyException) GoString() string { return s.String() } func newErrorTerminalRoutingStrategyException(v protocol.ResponseMetadata) error { return &TerminalRoutingStrategyException{ RespMetadata: v, } } // Code returns the exception type name. func (s *TerminalRoutingStrategyException) Code() string { return "TerminalRoutingStrategyException" } // Message returns the exception's message. func (s *TerminalRoutingStrategyException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *TerminalRoutingStrategyException) OrigErr() error { return nil } func (s *TerminalRoutingStrategyException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *TerminalRoutingStrategyException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *TerminalRoutingStrategyException) RequestID() string { return s.RespMetadata.RequestID } // The client failed authentication. Clients should not retry such requests. type UnauthorizedException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UnauthorizedException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UnauthorizedException) GoString() string { return s.String() } func newErrorUnauthorizedException(v protocol.ResponseMetadata) error { return &UnauthorizedException{ RespMetadata: v, } } // Code returns the exception type name. func (s *UnauthorizedException) Code() string { return "UnauthorizedException" } // Message returns the exception's message. func (s *UnauthorizedException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *UnauthorizedException) OrigErr() error { return nil } func (s *UnauthorizedException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *UnauthorizedException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *UnauthorizedException) RequestID() string { return s.RespMetadata.RequestID } // The requested operation is not supported in the Region specified. type UnsupportedRegionException struct { _ struct{} `type:"structure"` RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` Message_ *string `locationName:"Message" min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UnsupportedRegionException) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UnsupportedRegionException) GoString() string { return s.String() } func newErrorUnsupportedRegionException(v protocol.ResponseMetadata) error { return &UnsupportedRegionException{ RespMetadata: v, } } // Code returns the exception type name. func (s *UnsupportedRegionException) Code() string { return "UnsupportedRegionException" } // Message returns the exception's message. func (s *UnsupportedRegionException) Message() string { if s.Message_ != nil { return *s.Message_ } return "" } // OrigErr always returns nil, satisfies awserr.Error interface. func (s *UnsupportedRegionException) OrigErr() error { return nil } func (s *UnsupportedRegionException) Error() string { return fmt.Sprintf("%s: %s", s.Code(), s.Message()) } // Status code returns the HTTP status code for the request's response error. func (s *UnsupportedRegionException) StatusCode() int { return s.RespMetadata.StatusCode } // RequestID returns the service's response RequestID for request. func (s *UnsupportedRegionException) RequestID() string { return s.RespMetadata.RequestID } type UntagResourceInput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to and uniquely identifies the GameLift resource that you // want to remove tags from. GameLift resource ARNs are included in the data // object for the resource, which can be retrieved by calling a List or Describe // operation for the resource type. // // ResourceARN is a required field ResourceARN *string `min:"1" type:"string" required:"true"` // A list of one or more tag keys to remove from the specified GameLift resource. // An AWS resource can have only one tag with a specific tag key, so specifying // the tag key identifies which tag to remove. // // TagKeys is a required field TagKeys []*string `type:"list" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UntagResourceInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UntagResourceInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UntagResourceInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UntagResourceInput"} if s.ResourceARN == nil { invalidParams.Add(request.NewErrParamRequired("ResourceARN")) } if s.ResourceARN != nil && len(*s.ResourceARN) < 1 { invalidParams.Add(request.NewErrParamMinLen("ResourceARN", 1)) } if s.TagKeys == nil { invalidParams.Add(request.NewErrParamRequired("TagKeys")) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetResourceARN sets the ResourceARN field's value. func (s *UntagResourceInput) SetResourceARN(v string) *UntagResourceInput { s.ResourceARN = &v return s } // SetTagKeys sets the TagKeys field's value. func (s *UntagResourceInput) SetTagKeys(v []*string) *UntagResourceInput { s.TagKeys = v return s } type UntagResourceOutput struct { _ struct{} `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UntagResourceOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UntagResourceOutput) GoString() string { return s.String() } // Represents the input for a request operation. type UpdateAliasInput struct { _ struct{} `type:"structure"` // A unique identifier for the alias that you want to update. You can use either // the alias ID or ARN value. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // A human-readable description of the alias. Description *string `min:"1" type:"string"` // A descriptive label that is associated with an alias. Alias names do not // need to be unique. Name *string `min:"1" type:"string"` // The routing configuration, including routing type and fleet target, for the // alias. RoutingStrategy *RoutingStrategy `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateAliasInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateAliasInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateAliasInput"} if s.AliasId == nil { invalidParams.Add(request.NewErrParamRequired("AliasId")) } if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAliasId sets the AliasId field's value. func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput { s.AliasId = &v return s } // SetDescription sets the Description field's value. func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput { s.Description = &v return s } // SetName sets the Name field's value. func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput { s.Name = &v return s } // SetRoutingStrategy sets the RoutingStrategy field's value. func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput { s.RoutingStrategy = v return s } // Represents the returned data in response to a request operation. type UpdateAliasOutput struct { _ struct{} `type:"structure"` // The updated alias resource. Alias *Alias `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateAliasOutput) GoString() string { return s.String() } // SetAlias sets the Alias field's value. func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput { s.Alias = v return s } // Represents the input for a request operation. type UpdateBuildInput struct { _ struct{} `type:"structure"` // A unique identifier for the build to update. You can use either the build // ID or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // A descriptive label that is associated with a build. Build names do not need // to be unique. Name *string `min:"1" type:"string"` // Version information that is associated with a build or script. Version strings // do not need to be unique. Version *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateBuildInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateBuildInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateBuildInput"} if s.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Version != nil && len(*s.Version) < 1 { invalidParams.Add(request.NewErrParamMinLen("Version", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBuildId sets the BuildId field's value. func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput { s.BuildId = &v return s } // SetName sets the Name field's value. func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput { s.Name = &v return s } // SetVersion sets the Version field's value. func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput { s.Version = &v return s } // Represents the returned data in response to a request operation. type UpdateBuildOutput struct { _ struct{} `type:"structure"` // The updated build resource. Build *Build `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateBuildOutput) GoString() string { return s.String() } // SetBuild sets the Build field's value. func (s *UpdateBuildOutput) SetBuild(v *Build) *UpdateBuildOutput { s.Build = v return s } // Represents the input for a request operation. type UpdateFleetAttributesInput struct { _ struct{} `type:"structure"` // A human-readable description of a fleet. Description *string `min:"1" type:"string"` // A unique identifier for the fleet to update attribute metadata for. You can // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // The name of a metric group to add this fleet to. Use a metric group in Amazon // CloudWatch to aggregate the metrics from multiple fleets. Provide an existing // metric group name, or create a new metric group by providing a new name. // A fleet can only be in one metric group at a time. MetricGroups []*string `type:"list"` // A descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` // The 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 settings that limit the number of game sessions an individual player // can create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetAttributesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetAttributesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateFleetAttributesInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateFleetAttributesInput"} if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDescription sets the Description field's value. func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput { s.Description = &v return s } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput { s.FleetId = &v return s } // SetMetricGroups sets the MetricGroups field's value. func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput { s.MetricGroups = v return s } // SetName sets the Name field's value. func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput { s.Name = &v return s } // SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value. func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput { s.NewGameSessionProtectionPolicy = &v return s } // SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value. func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput { s.ResourceCreationLimitPolicy = v return s } // Represents the returned data in response to a request operation. type UpdateFleetAttributesOutput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet that was updated. FleetId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetAttributesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetAttributesOutput) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetAttributesOutput) SetFleetId(v string) *UpdateFleetAttributesOutput { s.FleetId = &v return s } // Represents the input for a request operation. type UpdateFleetCapacityInput struct { _ struct{} `type:"structure"` // The number of EC2 instances you want to maintain in the specified fleet location. // This value must fall between the minimum and maximum size limits. DesiredInstances *int64 `type:"integer"` // A unique identifier for the fleet to update capacity settings for. You can // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // The name of a remote location to update fleet capacity settings for, in the // form of an AWS Region code such as us-west-2. Location *string `min:"1" type:"string"` // The maximum number of instances that are allowed in the specified fleet location. // If this parameter is not set, the default is 1. MaxSize *int64 `type:"integer"` // The minimum number of instances that are allowed in the specified fleet location. // If this parameter is not set, the default is 0. MinSize *int64 `type:"integer"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetCapacityInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetCapacityInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateFleetCapacityInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateFleetCapacityInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Location != nil && len(*s.Location) < 1 { invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetDesiredInstances sets the DesiredInstances field's value. func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput { s.DesiredInstances = &v return s } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInput { s.FleetId = &v return s } // SetLocation sets the Location field's value. func (s *UpdateFleetCapacityInput) SetLocation(v string) *UpdateFleetCapacityInput { s.Location = &v return s } // SetMaxSize sets the MaxSize field's value. func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput { s.MaxSize = &v return s } // SetMinSize sets the MinSize field's value. func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput { s.MinSize = &v return s } // Represents the returned data in response to a request operation. type UpdateFleetCapacityOutput struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. FleetArn *string `type:"string"` // A unique identifier for the fleet that was updated. FleetId *string `type:"string"` // The remote location being updated, expressed as an AWS Region code, such // as us-west-2. Location *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetCapacityOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetCapacityOutput) GoString() string { return s.String() } // SetFleetArn sets the FleetArn field's value. func (s *UpdateFleetCapacityOutput) SetFleetArn(v string) *UpdateFleetCapacityOutput { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOutput { s.FleetId = &v return s } // SetLocation sets the Location field's value. func (s *UpdateFleetCapacityOutput) SetLocation(v string) *UpdateFleetCapacityOutput { s.Location = &v return s } // Represents the input for a request operation. type UpdateFleetPortSettingsInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to update port settings for. You can use // either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // A collection of port settings to be added to the fleet resource. InboundPermissionAuthorizations []*IpPermission `type:"list"` // A collection of port settings to be removed from the fleet resource. InboundPermissionRevocations []*IpPermission `type:"list"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetPortSettingsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetPortSettingsInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateFleetPortSettingsInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateFleetPortSettingsInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.InboundPermissionAuthorizations != nil { for i, v := range s.InboundPermissionAuthorizations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InboundPermissionAuthorizations", i), err.(request.ErrInvalidParams)) } } } if s.InboundPermissionRevocations != nil { for i, v := range s.InboundPermissionRevocations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InboundPermissionRevocations", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetPortSettingsInput) SetFleetId(v string) *UpdateFleetPortSettingsInput { s.FleetId = &v return s } // SetInboundPermissionAuthorizations sets the InboundPermissionAuthorizations field's value. func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput { s.InboundPermissionAuthorizations = v return s } // SetInboundPermissionRevocations sets the InboundPermissionRevocations field's value. func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput { s.InboundPermissionRevocations = v return s } // Represents the returned data in response to a request operation. type UpdateFleetPortSettingsOutput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet that was updated. FleetId *string `type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetPortSettingsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateFleetPortSettingsOutput) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetPortSettingsOutput) SetFleetId(v string) *UpdateFleetPortSettingsOutput { s.FleetId = &v return s } type UpdateGameServerGroupInput struct { _ struct{} `type:"structure"` // Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand // Instances in the game server group. Method options include the following: // // * SPOT_ONLY - Only Spot Instances are used in the game server group. If // Spot Instances are unavailable or not viable for game hosting, the game // server group provides no hosting capacity until Spot Instances can again // be used. Until then, no new instances are started, and the existing nonviable // Spot Instances are terminated (after current gameplay ends) and are not // replaced. // // * SPOT_PREFERRED - (default value) Spot Instances are used whenever available // in the game server group. If Spot Instances are unavailable, the game // server group continues to provide hosting capacity by falling back to // On-Demand Instances. Existing nonviable Spot Instances are terminated // (after current gameplay ends) and are replaced with new On-Demand Instances. // // * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server // group. No Spot Instances are used, even when available, while this balancing // strategy is in force. BalancingStrategy *string `type:"string" enum:"BalancingStrategy"` // A unique identifier for the game server group. Use either the GameServerGroup // name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // A flag that indicates whether instances in the game server group are protected // from early termination. Unprotected instances that have active game servers // running might be terminated during a scale-down event, causing players to // be dropped from the game. Protected instances cannot be terminated while // there are active game servers running except in the event of a forced game // server group deletion (see ). An exception to this is with Spot Instances, // which can be terminated by AWS regardless of protection status. This property // is set to NO_PROTECTION by default. GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"` // An updated list of EC2 instance types to use in the Auto Scaling group. The // instance definitions must specify at least two different instance types that // are supported by GameLift FleetIQ. This updated list replaces the entire // current list of instance definitions for the game server group. For more // information on instance types, see EC2 Instance Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html) // in the Amazon EC2 User Guide. You can optionally specify capacity weighting // for each instance type. If no weight value is specified for an instance type, // it is set to the default value "1". For more information about capacity weighting, // see Instance Weighting for Amazon EC2 Auto Scaling (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html) // in the Amazon EC2 Auto Scaling User Guide. InstanceDefinitions []*InstanceDefinition `min:"2" type:"list"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling // groups. RoleArn *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameServerGroupInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameServerGroupInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateGameServerGroupInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateGameServerGroupInput"} if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.InstanceDefinitions != nil && len(s.InstanceDefinitions) < 2 { invalidParams.Add(request.NewErrParamMinLen("InstanceDefinitions", 2)) } if s.RoleArn != nil && len(*s.RoleArn) < 1 { invalidParams.Add(request.NewErrParamMinLen("RoleArn", 1)) } if s.InstanceDefinitions != nil { for i, v := range s.InstanceDefinitions { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InstanceDefinitions", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetBalancingStrategy sets the BalancingStrategy field's value. func (s *UpdateGameServerGroupInput) SetBalancingStrategy(v string) *UpdateGameServerGroupInput { s.BalancingStrategy = &v return s } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *UpdateGameServerGroupInput) SetGameServerGroupName(v string) *UpdateGameServerGroupInput { s.GameServerGroupName = &v return s } // SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value. func (s *UpdateGameServerGroupInput) SetGameServerProtectionPolicy(v string) *UpdateGameServerGroupInput { s.GameServerProtectionPolicy = &v return s } // SetInstanceDefinitions sets the InstanceDefinitions field's value. func (s *UpdateGameServerGroupInput) SetInstanceDefinitions(v []*InstanceDefinition) *UpdateGameServerGroupInput { s.InstanceDefinitions = v return s } // SetRoleArn sets the RoleArn field's value. func (s *UpdateGameServerGroupInput) SetRoleArn(v string) *UpdateGameServerGroupInput { s.RoleArn = &v return s } type UpdateGameServerGroupOutput struct { _ struct{} `type:"structure"` // An object that describes the game server group resource with updated properties. GameServerGroup *GameServerGroup `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameServerGroupOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameServerGroupOutput) GoString() string { return s.String() } // SetGameServerGroup sets the GameServerGroup field's value. func (s *UpdateGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *UpdateGameServerGroupOutput { s.GameServerGroup = v return s } type UpdateGameServerInput struct { _ struct{} `type:"structure"` // A set of custom game server properties, formatted as a single string value. // This data is passed to a game client or service when it requests information // on game servers using ListGameServers or ClaimGameServer. GameServerData *string `min:"1" type:"string"` // A unique identifier for the game server group where the game server is running. // Use either the GameServerGroup name or ARN value. // // GameServerGroupName is a required field GameServerGroupName *string `min:"1" type:"string" required:"true"` // A custom string that uniquely identifies the game server to update. // // GameServerId is a required field GameServerId *string `min:"3" type:"string" required:"true"` // Indicates health status of the game server. A request that includes this // parameter updates the game server's LastHealthCheckTime timestamp. HealthCheck *string `type:"string" enum:"GameServerHealthCheck"` // Indicates whether the game server is available or is currently hosting gameplay. UtilizationStatus *string `type:"string" enum:"GameServerUtilizationStatus"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameServerInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameServerInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateGameServerInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateGameServerInput"} if s.GameServerData != nil && len(*s.GameServerData) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerData", 1)) } if s.GameServerGroupName == nil { invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) } if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) } if s.GameServerId == nil { invalidParams.Add(request.NewErrParamRequired("GameServerId")) } if s.GameServerId != nil && len(*s.GameServerId) < 3 { invalidParams.Add(request.NewErrParamMinLen("GameServerId", 3)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameServerData sets the GameServerData field's value. func (s *UpdateGameServerInput) SetGameServerData(v string) *UpdateGameServerInput { s.GameServerData = &v return s } // SetGameServerGroupName sets the GameServerGroupName field's value. func (s *UpdateGameServerInput) SetGameServerGroupName(v string) *UpdateGameServerInput { s.GameServerGroupName = &v return s } // SetGameServerId sets the GameServerId field's value. func (s *UpdateGameServerInput) SetGameServerId(v string) *UpdateGameServerInput { s.GameServerId = &v return s } // SetHealthCheck sets the HealthCheck field's value. func (s *UpdateGameServerInput) SetHealthCheck(v string) *UpdateGameServerInput { s.HealthCheck = &v return s } // SetUtilizationStatus sets the UtilizationStatus field's value. func (s *UpdateGameServerInput) SetUtilizationStatus(v string) *UpdateGameServerInput { s.UtilizationStatus = &v return s } type UpdateGameServerOutput struct { _ struct{} `type:"structure"` // Object that describes the newly updated game server. GameServer *GameServer `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameServerOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameServerOutput) GoString() string { return s.String() } // SetGameServer sets the GameServer field's value. func (s *UpdateGameServerOutput) SetGameServer(v *GameServer) *UpdateGameServerOutput { s.GameServer = v return s } // Represents the input for a request operation. type UpdateGameSessionInput struct { _ struct{} `type:"structure"` // A unique identifier for the game session to update. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // The maximum number of players that can be connected simultaneously to the // game session. MaximumPlayerSessionCount *int64 `type:"integer"` // A descriptive label that is associated with a game session. Session names // do not need to be unique. Name *string `min:"1" type:"string"` // A policy that determines whether the game session is accepting 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameSessionInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateGameSessionInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateGameSessionInput"} if s.GameSessionId == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionId")) } if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetGameSessionId sets the GameSessionId field's value. func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput { s.GameSessionId = &v return s } // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput { s.MaximumPlayerSessionCount = &v return s } // SetName sets the Name field's value. func (s *UpdateGameSessionInput) SetName(v string) *UpdateGameSessionInput { s.Name = &v return s } // SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value. func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput { s.PlayerSessionCreationPolicy = &v return s } // SetProtectionPolicy sets the ProtectionPolicy field's value. func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput { s.ProtectionPolicy = &v return s } // Represents the returned data in response to a request operation. type UpdateGameSessionOutput struct { _ struct{} `type:"structure"` // The updated game session properties. GameSession *GameSession `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameSessionOutput) GoString() string { return s.String() } // SetGameSession sets the GameSession field's value. func (s *UpdateGameSessionOutput) SetGameSession(v *GameSession) *UpdateGameSessionOutput { s.GameSession = v return s } // Represents the input for a request operation. type UpdateGameSessionQueueInput struct { _ struct{} `type:"structure"` // Information to be added to all events that are related to this game session // queue. CustomEventData *string `type:"string"` // A list of fleets and/or fleet aliases that can be used to fulfill game session // placement requests in the queue. Destinations are identified by either a // fleet ARN or a fleet alias ARN, and are listed in order of placement preference. // When updating this list, provide a complete list of destinations. Destinations []*GameSessionQueueDestination `type:"list"` // A list of locations where a queue is allowed to place new game sessions. // Locations are specified in the form of AWS Region codes, such as us-west-2. // If this parameter is not set, game sessions can be placed in any queue location. // To remove an existing filter configuration, pass in an empty set. FilterConfiguration *FilterConfiguration `type:"structure"` // A descriptive label that is associated with game session queue. Queue names // must be unique within each Region. You can use either the queue ID or ARN // value. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // An SNS topic ARN that is set up to receive game session placement notifications. // See Setting up notifications for game session placement (https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html). NotificationTarget *string `type:"string"` // A set of policies that act as a sliding cap on player latency. FleetIQ works // to deliver low latency for most players in a game session. These policies // ensure that no individual player can be placed into a game with unreasonably // high latency. Use multiple policies to gradually relax latency requirements // a step at a time. Multiple policies are applied based on their maximum allowed // latency, starting with the lowest value. When updating policies, provide // a complete collection of policies. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // Custom settings to use when prioritizing destinations and locations for game // session placements. This configuration replaces the FleetIQ default prioritization // process. Priority types that are not explicitly named will be automatically // applied at the end of the prioritization process. To remove an existing priority // configuration, pass in an empty set. PriorityConfiguration *PriorityConfiguration `type:"structure"` // The 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"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameSessionQueueInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameSessionQueueInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateGameSessionQueueInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateGameSessionQueueInput"} if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.Destinations != nil { for i, v := range s.Destinations { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Destinations", i), err.(request.ErrInvalidParams)) } } } if s.FilterConfiguration != nil { if err := s.FilterConfiguration.Validate(); err != nil { invalidParams.AddNested("FilterConfiguration", err.(request.ErrInvalidParams)) } } if s.PriorityConfiguration != nil { if err := s.PriorityConfiguration.Validate(); err != nil { invalidParams.AddNested("PriorityConfiguration", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetCustomEventData sets the CustomEventData field's value. func (s *UpdateGameSessionQueueInput) SetCustomEventData(v string) *UpdateGameSessionQueueInput { s.CustomEventData = &v return s } // SetDestinations sets the Destinations field's value. func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput { s.Destinations = v return s } // SetFilterConfiguration sets the FilterConfiguration field's value. func (s *UpdateGameSessionQueueInput) SetFilterConfiguration(v *FilterConfiguration) *UpdateGameSessionQueueInput { s.FilterConfiguration = v return s } // SetName sets the Name field's value. func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput { s.Name = &v return s } // SetNotificationTarget sets the NotificationTarget field's value. func (s *UpdateGameSessionQueueInput) SetNotificationTarget(v string) *UpdateGameSessionQueueInput { s.NotificationTarget = &v return s } // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput { s.PlayerLatencyPolicies = v return s } // SetPriorityConfiguration sets the PriorityConfiguration field's value. func (s *UpdateGameSessionQueueInput) SetPriorityConfiguration(v *PriorityConfiguration) *UpdateGameSessionQueueInput { s.PriorityConfiguration = v return s } // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput { s.TimeoutInSeconds = &v return s } // Represents the returned data in response to a request operation. type UpdateGameSessionQueueOutput struct { _ struct{} `type:"structure"` // An object that describes the newly updated game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameSessionQueueOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateGameSessionQueueOutput) GoString() string { return s.String() } // SetGameSessionQueue sets the GameSessionQueue field's value. func (s *UpdateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *UpdateGameSessionQueueOutput { s.GameSessionQueue = v return s } // Represents the input for a request operation. type UpdateMatchmakingConfigurationInput struct { _ struct{} `type:"structure"` // A flag that indicates whether a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. // With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE // to indicate when a completed potential match is waiting for player acceptance. AcceptanceRequired *bool `type:"boolean"` // The length of time (in seconds) to wait for players to accept a proposed // match, if acceptance is required. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // The number of player slots in a match to keep open for future players. For // example, if the configuration's rule set specifies a match for a single 12-person // team, and the additional player count is set to 2, only 10 players are selected // for the match. This parameter is not used if FlexMatchMode is set to STANDALONE. AdditionalPlayerCount *int64 `type:"integer"` // The method that is used to backfill game sessions created with this matchmaking // configuration. Specify MANUAL when your game manages backfill requests manually // or does not use the match backfill feature. Specify AUTOMATIC to have GameLift // create a StartMatchBackfill request whenever a game session has one or more // open slots. Learn more about manual and automatic backfill in Backfill Existing // Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). // Automatic backfill is not available when FlexMatchMode is set to STANDALONE. BackfillMode *string `type:"string" enum:"BackfillMode"` // Information to add to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` // A descriptive label that is associated with matchmaking configuration. Description *string `min:"1" type:"string"` // Indicates whether this matchmaking configuration is being used with GameLift // hosting or as a standalone matchmaking solution. // // * STANDALONE - FlexMatch forms matches and returns match information, // including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded) // event. // // * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift // queue to start a game session for the match. FlexMatchMode *string `type:"string" enum:"FlexMatchMode"` // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. This parameter is not used if FlexMatchMode is set to // STANDALONE. GameProperties []*GameProperty `type:"list"` // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for // a successful match. This parameter is not used if FlexMatchMode is set to // STANDALONE. GameSessionData *string `min:"1" type:"string"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift game session queue resource and uniquely identifies // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new // GameLift-hosted game sessions for matches that are created with this matchmaking // configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter. GameSessionQueueArns []*string `type:"list"` // A unique identifier for the matchmaking configuration to update. You can // use either the configuration name or ARN value. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // An SNS topic ARN that is set up to receive matchmaking notifications. See // Setting up notifications for matchmaking (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) // for more information. NotificationTarget *string `type:"string"` // The maximum duration, in seconds, that a matchmaking ticket can remain in // process before timing out. Requests that fail due to timing out can be resubmitted // as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` // A unique identifier for the matchmaking rule set to use with this configuration. // You can use either the rule set name or ARN value. A matchmaking configuration // can only use rule sets that are defined in the same Region. RuleSetName *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateMatchmakingConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateMatchmakingConfigurationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateMatchmakingConfigurationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateMatchmakingConfigurationInput"} if s.AcceptanceTimeoutSeconds != nil && *s.AcceptanceTimeoutSeconds < 1 { invalidParams.Add(request.NewErrParamMinValue("AcceptanceTimeoutSeconds", 1)) } if s.Description != nil && len(*s.Description) < 1 { invalidParams.Add(request.NewErrParamMinLen("Description", 1)) } if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.RequestTimeoutSeconds != nil && *s.RequestTimeoutSeconds < 1 { invalidParams.Add(request.NewErrParamMinValue("RequestTimeoutSeconds", 1)) } if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) } if s.GameProperties != nil { for i, v := range s.GameProperties { if v == nil { continue } if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetAcceptanceRequired sets the AcceptanceRequired field's value. func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *UpdateMatchmakingConfigurationInput { s.AcceptanceRequired = &v return s } // SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value. func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput { s.AcceptanceTimeoutSeconds = &v return s } // SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value. func (s *UpdateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *UpdateMatchmakingConfigurationInput { s.AdditionalPlayerCount = &v return s } // SetBackfillMode sets the BackfillMode field's value. func (s *UpdateMatchmakingConfigurationInput) SetBackfillMode(v string) *UpdateMatchmakingConfigurationInput { s.BackfillMode = &v return s } // SetCustomEventData sets the CustomEventData field's value. func (s *UpdateMatchmakingConfigurationInput) SetCustomEventData(v string) *UpdateMatchmakingConfigurationInput { s.CustomEventData = &v return s } // SetDescription sets the Description field's value. func (s *UpdateMatchmakingConfigurationInput) SetDescription(v string) *UpdateMatchmakingConfigurationInput { s.Description = &v return s } // SetFlexMatchMode sets the FlexMatchMode field's value. func (s *UpdateMatchmakingConfigurationInput) SetFlexMatchMode(v string) *UpdateMatchmakingConfigurationInput { s.FlexMatchMode = &v return s } // SetGameProperties sets the GameProperties field's value. func (s *UpdateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *UpdateMatchmakingConfigurationInput { s.GameProperties = v return s } // SetGameSessionData sets the GameSessionData field's value. func (s *UpdateMatchmakingConfigurationInput) SetGameSessionData(v string) *UpdateMatchmakingConfigurationInput { s.GameSessionData = &v return s } // SetGameSessionQueueArns sets the GameSessionQueueArns field's value. func (s *UpdateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *UpdateMatchmakingConfigurationInput { s.GameSessionQueueArns = v return s } // SetName sets the Name field's value. func (s *UpdateMatchmakingConfigurationInput) SetName(v string) *UpdateMatchmakingConfigurationInput { s.Name = &v return s } // SetNotificationTarget sets the NotificationTarget field's value. func (s *UpdateMatchmakingConfigurationInput) SetNotificationTarget(v string) *UpdateMatchmakingConfigurationInput { s.NotificationTarget = &v return s } // SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value. func (s *UpdateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput { s.RequestTimeoutSeconds = &v return s } // SetRuleSetName sets the RuleSetName field's value. func (s *UpdateMatchmakingConfigurationInput) SetRuleSetName(v string) *UpdateMatchmakingConfigurationInput { s.RuleSetName = &v return s } // Represents the returned data in response to a request operation. type UpdateMatchmakingConfigurationOutput struct { _ struct{} `type:"structure"` // The updated matchmaking configuration. Configuration *MatchmakingConfiguration `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateMatchmakingConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateMatchmakingConfigurationOutput) GoString() string { return s.String() } // SetConfiguration sets the Configuration field's value. func (s *UpdateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *UpdateMatchmakingConfigurationOutput { s.Configuration = v return s } // Represents the input for a request operation. type UpdateRuntimeConfigurationInput struct { _ struct{} `type:"structure"` // A unique identifier for the fleet to update runtime configuration for. You // can use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Instructions for launching server processes on each instance in the fleet. // Server processes run either a custom game build executable or a Realtime // Servers script. The runtime configuration lists the types of server processes // to run on an instance, how to launch them, and the number of processes to // run concurrently. // // RuntimeConfiguration is a required field RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateRuntimeConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateRuntimeConfigurationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateRuntimeConfigurationInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateRuntimeConfigurationInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.RuntimeConfiguration == nil { invalidParams.Add(request.NewErrParamRequired("RuntimeConfiguration")) } if s.RuntimeConfiguration != nil { if err := s.RuntimeConfiguration.Validate(); err != nil { invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetFleetId sets the FleetId field's value. func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput { s.FleetId = &v return s } // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput { s.RuntimeConfiguration = v return s } // Represents the returned data in response to a request operation. type UpdateRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` // The runtime configuration currently in use by all instances in the fleet. // If the update was successful, all property changes are shown. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateRuntimeConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateRuntimeConfigurationOutput) GoString() string { return s.String() } // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationOutput { s.RuntimeConfiguration = v return s } type UpdateScriptInput struct { _ struct{} `type:"structure"` // A descriptive label that is associated with a script. Script names do not // need to be unique. Name *string `min:"1" type:"string"` // A unique identifier for the Realtime script to update. You can use either // the script ID or ARN value. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` // The location of the Amazon S3 bucket where a zipped file containing your // Realtime scripts is stored. The storage location must specify the Amazon // S3 bucket name, the zip file name (the "key"), and a role ARN that allows // Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must // be in the same Region where you want to create a new script. By default, // Amazon GameLift uploads the latest version of the zip file; if you have S3 // object versioning turned on, you can use the ObjectVersion parameter to specify // an earlier version. StorageLocation *S3Location `type:"structure"` // Version information that is associated with a build or script. Version strings // do not need to be unique. Version *string `min:"1" type:"string"` // A data object containing your Realtime scripts and dependencies as a zip // file. The zip file can have one or multiple files. Maximum size of a zip // file is 5 MB. // // When using the AWS CLI tool to create a script, this parameter is set to // the zip file name. It must be prepended with the string "fileb://" to indicate // that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip. // ZipFile is automatically base64 encoded/decoded by the SDK. ZipFile []byte `type:"blob"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateScriptInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateScriptInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *UpdateScriptInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "UpdateScriptInput"} if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } if s.ScriptId == nil { invalidParams.Add(request.NewErrParamRequired("ScriptId")) } if s.Version != nil && len(*s.Version) < 1 { invalidParams.Add(request.NewErrParamMinLen("Version", 1)) } if s.StorageLocation != nil { if err := s.StorageLocation.Validate(); err != nil { invalidParams.AddNested("StorageLocation", err.(request.ErrInvalidParams)) } } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetName sets the Name field's value. func (s *UpdateScriptInput) SetName(v string) *UpdateScriptInput { s.Name = &v return s } // SetScriptId sets the ScriptId field's value. func (s *UpdateScriptInput) SetScriptId(v string) *UpdateScriptInput { s.ScriptId = &v return s } // SetStorageLocation sets the StorageLocation field's value. func (s *UpdateScriptInput) SetStorageLocation(v *S3Location) *UpdateScriptInput { s.StorageLocation = v return s } // SetVersion sets the Version field's value. func (s *UpdateScriptInput) SetVersion(v string) *UpdateScriptInput { s.Version = &v return s } // SetZipFile sets the ZipFile field's value. func (s *UpdateScriptInput) SetZipFile(v []byte) *UpdateScriptInput { s.ZipFile = v return s } type UpdateScriptOutput struct { _ struct{} `type:"structure"` // The newly created script record with a unique script ID. The new script's // storage location reflects an Amazon S3 location: (1) If the script was uploaded // from an S3 bucket under your account, the storage location reflects the information // that was provided in the CreateScript request; (2) If the script file was // uploaded from a local zip file, the storage location reflects an S3 location // controls by the Amazon GameLift service. Script *Script `type:"structure"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateScriptOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s UpdateScriptOutput) GoString() string { return s.String() } // SetScript sets the Script field's value. func (s *UpdateScriptOutput) SetScript(v *Script) *UpdateScriptOutput { s.Script = v return s } // Represents the input for a request operation. type ValidateMatchmakingRuleSetInput struct { _ struct{} `type:"structure"` // A collection of matchmaking rules to validate, formatted as a JSON string. // // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ValidateMatchmakingRuleSetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ValidateMatchmakingRuleSetInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. func (s *ValidateMatchmakingRuleSetInput) Validate() error { invalidParams := request.ErrInvalidParams{Context: "ValidateMatchmakingRuleSetInput"} if s.RuleSetBody == nil { invalidParams.Add(request.NewErrParamRequired("RuleSetBody")) } if s.RuleSetBody != nil && len(*s.RuleSetBody) < 1 { invalidParams.Add(request.NewErrParamMinLen("RuleSetBody", 1)) } if invalidParams.Len() > 0 { return invalidParams } return nil } // SetRuleSetBody sets the RuleSetBody field's value. func (s *ValidateMatchmakingRuleSetInput) SetRuleSetBody(v string) *ValidateMatchmakingRuleSetInput { s.RuleSetBody = &v return s } // Represents the returned data in response to a request operation. type ValidateMatchmakingRuleSetOutput struct { _ struct{} `type:"structure"` // A response indicating whether the rule set is valid. Valid *bool `type:"boolean"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ValidateMatchmakingRuleSetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s ValidateMatchmakingRuleSetOutput) GoString() string { return s.String() } // SetValid sets the Valid field's value. func (s *ValidateMatchmakingRuleSetOutput) SetValid(v bool) *ValidateMatchmakingRuleSetOutput { s.Valid = &v return s } // Represents an authorization for a VPC peering connection between the VPC // for an Amazon GameLift fleet and another VPC on an account you have access // to. This authorization must exist and be valid for the peering connection // to be established. Authorizations are valid for 24 hours after they are issued. // // Related actions // // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type VpcPeeringAuthorization struct { _ struct{} `type:"structure"` // Time stamp indicating when this authorization was issued. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` // Time stamp indicating when this authorization expires (24 hours after issuance). // Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). ExpirationTime *time.Time `type:"timestamp"` // A unique identifier for the AWS account that you use to manage your GameLift // fleet. You can find your Account ID in the AWS Management Console under account // settings. GameLiftAwsAccountId *string `min:"1" type:"string"` PeerVpcAwsAccountId *string `min:"1" type:"string"` // A unique identifier for a VPC with resources to be accessed by your GameLift // fleet. The VPC must be in the same Region as your fleet. To look up a VPC // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS // Management Console. Learn more about VPC peering in VPC Peering with GameLift // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s VpcPeeringAuthorization) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s VpcPeeringAuthorization) GoString() string { return s.String() } // SetCreationTime sets the CreationTime field's value. func (s *VpcPeeringAuthorization) SetCreationTime(v time.Time) *VpcPeeringAuthorization { s.CreationTime = &v return s } // SetExpirationTime sets the ExpirationTime field's value. func (s *VpcPeeringAuthorization) SetExpirationTime(v time.Time) *VpcPeeringAuthorization { s.ExpirationTime = &v return s } // SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value. func (s *VpcPeeringAuthorization) SetGameLiftAwsAccountId(v string) *VpcPeeringAuthorization { s.GameLiftAwsAccountId = &v return s } // SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value. func (s *VpcPeeringAuthorization) SetPeerVpcAwsAccountId(v string) *VpcPeeringAuthorization { s.PeerVpcAwsAccountId = &v return s } // SetPeerVpcId sets the PeerVpcId field's value. func (s *VpcPeeringAuthorization) SetPeerVpcId(v string) *VpcPeeringAuthorization { s.PeerVpcId = &v return s } // Represents a peering connection between a VPC on one of your AWS accounts // and the VPC for your Amazon GameLift fleets. This record may be for an active // peering connection or a pending connection that has not yet been established. // // Related actions // // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type VpcPeeringConnection struct { _ struct{} `type:"structure"` // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift fleet resource for this connection. FleetArn *string `type:"string"` // A unique identifier for the fleet. This ID determines the ID of the Amazon // GameLift VPC for your fleet. FleetId *string `type:"string"` // A unique identifier for the VPC that contains the Amazon GameLift fleet for // this connection. This VPC is managed by Amazon GameLift and does not appear // in your AWS account. GameLiftVpcId *string `min:"1" type:"string"` // CIDR block of IPv4 addresses assigned to the VPC peering connection for the // GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with // it; these blocks cannot overlap or the peering connection cannot be created. IpV4CidrBlock *string `min:"1" type:"string"` // A unique identifier for a VPC with resources to be accessed by your GameLift // fleet. The VPC must be in the same Region as your fleet. To look up a VPC // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS // Management Console. Learn more about VPC peering in VPC Peering with GameLift // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` // The status information about the connection. Status indicates if a connection // is pending, successful, or failed. Status *VpcPeeringConnectionStatus `type:"structure"` // A unique identifier that is automatically assigned to the connection record. // This ID is referenced in VPC peering connection events, and is used when // deleting a connection with DeleteVpcPeeringConnection. VpcPeeringConnectionId *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s VpcPeeringConnection) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s VpcPeeringConnection) GoString() string { return s.String() } // SetFleetArn sets the FleetArn field's value. func (s *VpcPeeringConnection) SetFleetArn(v string) *VpcPeeringConnection { s.FleetArn = &v return s } // SetFleetId sets the FleetId field's value. func (s *VpcPeeringConnection) SetFleetId(v string) *VpcPeeringConnection { s.FleetId = &v return s } // SetGameLiftVpcId sets the GameLiftVpcId field's value. func (s *VpcPeeringConnection) SetGameLiftVpcId(v string) *VpcPeeringConnection { s.GameLiftVpcId = &v return s } // SetIpV4CidrBlock sets the IpV4CidrBlock field's value. func (s *VpcPeeringConnection) SetIpV4CidrBlock(v string) *VpcPeeringConnection { s.IpV4CidrBlock = &v return s } // SetPeerVpcId sets the PeerVpcId field's value. func (s *VpcPeeringConnection) SetPeerVpcId(v string) *VpcPeeringConnection { s.PeerVpcId = &v return s } // SetStatus sets the Status field's value. func (s *VpcPeeringConnection) SetStatus(v *VpcPeeringConnectionStatus) *VpcPeeringConnection { s.Status = v return s } // SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value. func (s *VpcPeeringConnection) SetVpcPeeringConnectionId(v string) *VpcPeeringConnection { s.VpcPeeringConnectionId = &v return s } // Represents status information for a VPC peering connection. Status is associated // with a VpcPeeringConnection object. Status codes and messages are provided // from EC2 (see VpcPeeringConnectionStateReason (https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html)). // Connection status information is also communicated as a fleet Event. type VpcPeeringConnectionStatus struct { _ struct{} `type:"structure"` // Code indicating the status of a VPC peering connection. Code *string `min:"1" type:"string"` // Additional messaging associated with the connection status. Message *string `min:"1" type:"string"` } // String returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s VpcPeeringConnectionStatus) String() string { return awsutil.Prettify(s) } // GoString returns the string representation. // // API parameter values that are decorated as "sensitive" in the API will not // be included in the string output. The member name will be present, but the // value will be replaced with "sensitive". func (s VpcPeeringConnectionStatus) GoString() string { return s.String() } // SetCode sets the Code field's value. func (s *VpcPeeringConnectionStatus) SetCode(v string) *VpcPeeringConnectionStatus { s.Code = &v return s } // SetMessage sets the Message field's value. func (s *VpcPeeringConnectionStatus) SetMessage(v string) *VpcPeeringConnectionStatus { s.Message = &v return s } const ( // AcceptanceTypeAccept is a AcceptanceType enum value AcceptanceTypeAccept = "ACCEPT" // AcceptanceTypeReject is a AcceptanceType enum value AcceptanceTypeReject = "REJECT" ) // AcceptanceType_Values returns all elements of the AcceptanceType enum func AcceptanceType_Values() []string { return []string{ AcceptanceTypeAccept, AcceptanceTypeReject, } } const ( // BackfillModeAutomatic is a BackfillMode enum value BackfillModeAutomatic = "AUTOMATIC" // BackfillModeManual is a BackfillMode enum value BackfillModeManual = "MANUAL" ) // BackfillMode_Values returns all elements of the BackfillMode enum func BackfillMode_Values() []string { return []string{ BackfillModeAutomatic, BackfillModeManual, } } const ( // BalancingStrategySpotOnly is a BalancingStrategy enum value BalancingStrategySpotOnly = "SPOT_ONLY" // BalancingStrategySpotPreferred is a BalancingStrategy enum value BalancingStrategySpotPreferred = "SPOT_PREFERRED" // BalancingStrategyOnDemandOnly is a BalancingStrategy enum value BalancingStrategyOnDemandOnly = "ON_DEMAND_ONLY" ) // BalancingStrategy_Values returns all elements of the BalancingStrategy enum func BalancingStrategy_Values() []string { return []string{ BalancingStrategySpotOnly, BalancingStrategySpotPreferred, BalancingStrategyOnDemandOnly, } } 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" ) // BuildStatus_Values returns all elements of the BuildStatus enum func BuildStatus_Values() []string { return []string{ BuildStatusInitialized, BuildStatusReady, BuildStatusFailed, } } const ( // CertificateTypeDisabled is a CertificateType enum value CertificateTypeDisabled = "DISABLED" // CertificateTypeGenerated is a CertificateType enum value CertificateTypeGenerated = "GENERATED" ) // CertificateType_Values returns all elements of the CertificateType enum func CertificateType_Values() []string { return []string{ CertificateTypeDisabled, CertificateTypeGenerated, } } 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" ) // ComparisonOperatorType_Values returns all elements of the ComparisonOperatorType enum func ComparisonOperatorType_Values() []string { return []string{ ComparisonOperatorTypeGreaterThanOrEqualToThreshold, ComparisonOperatorTypeGreaterThanThreshold, ComparisonOperatorTypeLessThanThreshold, ComparisonOperatorTypeLessThanOrEqualToThreshold, } } 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" // EC2InstanceTypeC5Large is a EC2InstanceType enum value EC2InstanceTypeC5Large = "c5.large" // EC2InstanceTypeC5Xlarge is a EC2InstanceType enum value EC2InstanceTypeC5Xlarge = "c5.xlarge" // EC2InstanceTypeC52xlarge is a EC2InstanceType enum value EC2InstanceTypeC52xlarge = "c5.2xlarge" // EC2InstanceTypeC54xlarge is a EC2InstanceType enum value EC2InstanceTypeC54xlarge = "c5.4xlarge" // EC2InstanceTypeC59xlarge is a EC2InstanceType enum value EC2InstanceTypeC59xlarge = "c5.9xlarge" // EC2InstanceTypeC512xlarge is a EC2InstanceType enum value EC2InstanceTypeC512xlarge = "c5.12xlarge" // EC2InstanceTypeC518xlarge is a EC2InstanceType enum value EC2InstanceTypeC518xlarge = "c5.18xlarge" // EC2InstanceTypeC524xlarge is a EC2InstanceType enum value EC2InstanceTypeC524xlarge = "c5.24xlarge" // EC2InstanceTypeC5aLarge is a EC2InstanceType enum value EC2InstanceTypeC5aLarge = "c5a.large" // EC2InstanceTypeC5aXlarge is a EC2InstanceType enum value EC2InstanceTypeC5aXlarge = "c5a.xlarge" // EC2InstanceTypeC5a2xlarge is a EC2InstanceType enum value EC2InstanceTypeC5a2xlarge = "c5a.2xlarge" // EC2InstanceTypeC5a4xlarge is a EC2InstanceType enum value EC2InstanceTypeC5a4xlarge = "c5a.4xlarge" // EC2InstanceTypeC5a8xlarge is a EC2InstanceType enum value EC2InstanceTypeC5a8xlarge = "c5a.8xlarge" // EC2InstanceTypeC5a12xlarge is a EC2InstanceType enum value EC2InstanceTypeC5a12xlarge = "c5a.12xlarge" // EC2InstanceTypeC5a16xlarge is a EC2InstanceType enum value EC2InstanceTypeC5a16xlarge = "c5a.16xlarge" // EC2InstanceTypeC5a24xlarge is a EC2InstanceType enum value EC2InstanceTypeC5a24xlarge = "c5a.24xlarge" // EC2InstanceTypeR3Large is a EC2InstanceType enum value EC2InstanceTypeR3Large = "r3.large" // EC2InstanceTypeR3Xlarge is a EC2InstanceType enum value EC2InstanceTypeR3Xlarge = "r3.xlarge" // EC2InstanceTypeR32xlarge is a EC2InstanceType enum value EC2InstanceTypeR32xlarge = "r3.2xlarge" // EC2InstanceTypeR34xlarge is a EC2InstanceType enum value EC2InstanceTypeR34xlarge = "r3.4xlarge" // EC2InstanceTypeR38xlarge is a EC2InstanceType enum value EC2InstanceTypeR38xlarge = "r3.8xlarge" // EC2InstanceTypeR4Large is a EC2InstanceType enum value EC2InstanceTypeR4Large = "r4.large" // EC2InstanceTypeR4Xlarge is a EC2InstanceType enum value EC2InstanceTypeR4Xlarge = "r4.xlarge" // EC2InstanceTypeR42xlarge is a EC2InstanceType enum value EC2InstanceTypeR42xlarge = "r4.2xlarge" // EC2InstanceTypeR44xlarge is a EC2InstanceType enum value EC2InstanceTypeR44xlarge = "r4.4xlarge" // EC2InstanceTypeR48xlarge is a EC2InstanceType enum value EC2InstanceTypeR48xlarge = "r4.8xlarge" // EC2InstanceTypeR416xlarge is a EC2InstanceType enum value EC2InstanceTypeR416xlarge = "r4.16xlarge" // EC2InstanceTypeR5Large is a EC2InstanceType enum value EC2InstanceTypeR5Large = "r5.large" // EC2InstanceTypeR5Xlarge is a EC2InstanceType enum value EC2InstanceTypeR5Xlarge = "r5.xlarge" // EC2InstanceTypeR52xlarge is a EC2InstanceType enum value EC2InstanceTypeR52xlarge = "r5.2xlarge" // EC2InstanceTypeR54xlarge is a EC2InstanceType enum value EC2InstanceTypeR54xlarge = "r5.4xlarge" // EC2InstanceTypeR58xlarge is a EC2InstanceType enum value EC2InstanceTypeR58xlarge = "r5.8xlarge" // EC2InstanceTypeR512xlarge is a EC2InstanceType enum value EC2InstanceTypeR512xlarge = "r5.12xlarge" // EC2InstanceTypeR516xlarge is a EC2InstanceType enum value EC2InstanceTypeR516xlarge = "r5.16xlarge" // EC2InstanceTypeR524xlarge is a EC2InstanceType enum value EC2InstanceTypeR524xlarge = "r5.24xlarge" // EC2InstanceTypeR5aLarge is a EC2InstanceType enum value EC2InstanceTypeR5aLarge = "r5a.large" // EC2InstanceTypeR5aXlarge is a EC2InstanceType enum value EC2InstanceTypeR5aXlarge = "r5a.xlarge" // EC2InstanceTypeR5a2xlarge is a EC2InstanceType enum value EC2InstanceTypeR5a2xlarge = "r5a.2xlarge" // EC2InstanceTypeR5a4xlarge is a EC2InstanceType enum value EC2InstanceTypeR5a4xlarge = "r5a.4xlarge" // EC2InstanceTypeR5a8xlarge is a EC2InstanceType enum value EC2InstanceTypeR5a8xlarge = "r5a.8xlarge" // EC2InstanceTypeR5a12xlarge is a EC2InstanceType enum value EC2InstanceTypeR5a12xlarge = "r5a.12xlarge" // EC2InstanceTypeR5a16xlarge is a EC2InstanceType enum value EC2InstanceTypeR5a16xlarge = "r5a.16xlarge" // EC2InstanceTypeR5a24xlarge is a EC2InstanceType enum value EC2InstanceTypeR5a24xlarge = "r5a.24xlarge" // 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" // EC2InstanceTypeM5Large is a EC2InstanceType enum value EC2InstanceTypeM5Large = "m5.large" // EC2InstanceTypeM5Xlarge is a EC2InstanceType enum value EC2InstanceTypeM5Xlarge = "m5.xlarge" // EC2InstanceTypeM52xlarge is a EC2InstanceType enum value EC2InstanceTypeM52xlarge = "m5.2xlarge" // EC2InstanceTypeM54xlarge is a EC2InstanceType enum value EC2InstanceTypeM54xlarge = "m5.4xlarge" // EC2InstanceTypeM58xlarge is a EC2InstanceType enum value EC2InstanceTypeM58xlarge = "m5.8xlarge" // EC2InstanceTypeM512xlarge is a EC2InstanceType enum value EC2InstanceTypeM512xlarge = "m5.12xlarge" // EC2InstanceTypeM516xlarge is a EC2InstanceType enum value EC2InstanceTypeM516xlarge = "m5.16xlarge" // EC2InstanceTypeM524xlarge is a EC2InstanceType enum value EC2InstanceTypeM524xlarge = "m5.24xlarge" // EC2InstanceTypeM5aLarge is a EC2InstanceType enum value EC2InstanceTypeM5aLarge = "m5a.large" // EC2InstanceTypeM5aXlarge is a EC2InstanceType enum value EC2InstanceTypeM5aXlarge = "m5a.xlarge" // EC2InstanceTypeM5a2xlarge is a EC2InstanceType enum value EC2InstanceTypeM5a2xlarge = "m5a.2xlarge" // EC2InstanceTypeM5a4xlarge is a EC2InstanceType enum value EC2InstanceTypeM5a4xlarge = "m5a.4xlarge" // EC2InstanceTypeM5a8xlarge is a EC2InstanceType enum value EC2InstanceTypeM5a8xlarge = "m5a.8xlarge" // EC2InstanceTypeM5a12xlarge is a EC2InstanceType enum value EC2InstanceTypeM5a12xlarge = "m5a.12xlarge" // EC2InstanceTypeM5a16xlarge is a EC2InstanceType enum value EC2InstanceTypeM5a16xlarge = "m5a.16xlarge" // EC2InstanceTypeM5a24xlarge is a EC2InstanceType enum value EC2InstanceTypeM5a24xlarge = "m5a.24xlarge" ) // EC2InstanceType_Values returns all elements of the EC2InstanceType enum func EC2InstanceType_Values() []string { return []string{ EC2InstanceTypeT2Micro, EC2InstanceTypeT2Small, EC2InstanceTypeT2Medium, EC2InstanceTypeT2Large, EC2InstanceTypeC3Large, EC2InstanceTypeC3Xlarge, EC2InstanceTypeC32xlarge, EC2InstanceTypeC34xlarge, EC2InstanceTypeC38xlarge, EC2InstanceTypeC4Large, EC2InstanceTypeC4Xlarge, EC2InstanceTypeC42xlarge, EC2InstanceTypeC44xlarge, EC2InstanceTypeC48xlarge, EC2InstanceTypeC5Large, EC2InstanceTypeC5Xlarge, EC2InstanceTypeC52xlarge, EC2InstanceTypeC54xlarge, EC2InstanceTypeC59xlarge, EC2InstanceTypeC512xlarge, EC2InstanceTypeC518xlarge, EC2InstanceTypeC524xlarge, EC2InstanceTypeC5aLarge, EC2InstanceTypeC5aXlarge, EC2InstanceTypeC5a2xlarge, EC2InstanceTypeC5a4xlarge, EC2InstanceTypeC5a8xlarge, EC2InstanceTypeC5a12xlarge, EC2InstanceTypeC5a16xlarge, EC2InstanceTypeC5a24xlarge, EC2InstanceTypeR3Large, EC2InstanceTypeR3Xlarge, EC2InstanceTypeR32xlarge, EC2InstanceTypeR34xlarge, EC2InstanceTypeR38xlarge, EC2InstanceTypeR4Large, EC2InstanceTypeR4Xlarge, EC2InstanceTypeR42xlarge, EC2InstanceTypeR44xlarge, EC2InstanceTypeR48xlarge, EC2InstanceTypeR416xlarge, EC2InstanceTypeR5Large, EC2InstanceTypeR5Xlarge, EC2InstanceTypeR52xlarge, EC2InstanceTypeR54xlarge, EC2InstanceTypeR58xlarge, EC2InstanceTypeR512xlarge, EC2InstanceTypeR516xlarge, EC2InstanceTypeR524xlarge, EC2InstanceTypeR5aLarge, EC2InstanceTypeR5aXlarge, EC2InstanceTypeR5a2xlarge, EC2InstanceTypeR5a4xlarge, EC2InstanceTypeR5a8xlarge, EC2InstanceTypeR5a12xlarge, EC2InstanceTypeR5a16xlarge, EC2InstanceTypeR5a24xlarge, EC2InstanceTypeM3Medium, EC2InstanceTypeM3Large, EC2InstanceTypeM3Xlarge, EC2InstanceTypeM32xlarge, EC2InstanceTypeM4Large, EC2InstanceTypeM4Xlarge, EC2InstanceTypeM42xlarge, EC2InstanceTypeM44xlarge, EC2InstanceTypeM410xlarge, EC2InstanceTypeM5Large, EC2InstanceTypeM5Xlarge, EC2InstanceTypeM52xlarge, EC2InstanceTypeM54xlarge, EC2InstanceTypeM58xlarge, EC2InstanceTypeM512xlarge, EC2InstanceTypeM516xlarge, EC2InstanceTypeM524xlarge, EC2InstanceTypeM5aLarge, EC2InstanceTypeM5aXlarge, EC2InstanceTypeM5a2xlarge, EC2InstanceTypeM5a4xlarge, EC2InstanceTypeM5a8xlarge, EC2InstanceTypeM5a12xlarge, EC2InstanceTypeM5a16xlarge, EC2InstanceTypeM5a24xlarge, } } const ( // EventCodeGenericEvent is a EventCode enum value EventCodeGenericEvent = "GENERIC_EVENT" // EventCodeFleetCreated is a EventCode enum value EventCodeFleetCreated = "FLEET_CREATED" // EventCodeFleetDeleted is a EventCode enum value EventCodeFleetDeleted = "FLEET_DELETED" // EventCodeFleetScalingEvent is a EventCode enum value EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT" // EventCodeFleetStateDownloading is a EventCode enum value EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING" // EventCodeFleetStateValidating is a EventCode enum value EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING" // EventCodeFleetStateBuilding is a EventCode enum value EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING" // EventCodeFleetStateActivating is a EventCode enum value EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING" // EventCodeFleetStateActive is a EventCode enum value EventCodeFleetStateActive = "FLEET_STATE_ACTIVE" // EventCodeFleetStateError is a EventCode enum value EventCodeFleetStateError = "FLEET_STATE_ERROR" // EventCodeFleetInitializationFailed is a EventCode enum value EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED" // EventCodeFleetBinaryDownloadFailed is a EventCode enum value EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED" // EventCodeFleetValidationLaunchPathNotFound is a EventCode enum value EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" // EventCodeFleetValidationExecutableRuntimeFailure is a EventCode enum value EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" // EventCodeFleetValidationTimedOut is a EventCode enum value EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT" // EventCodeFleetActivationFailed is a EventCode enum value EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED" // EventCodeFleetActivationFailedNoInstances is a EventCode enum value EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES" // EventCodeFleetNewGameSessionProtectionPolicyUpdated is a EventCode enum value EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" // EventCodeServerProcessInvalidPath is a EventCode enum value EventCodeServerProcessInvalidPath = "SERVER_PROCESS_INVALID_PATH" // EventCodeServerProcessSdkInitializationTimeout is a EventCode enum value EventCodeServerProcessSdkInitializationTimeout = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT" // EventCodeServerProcessProcessReadyTimeout is a EventCode enum value EventCodeServerProcessProcessReadyTimeout = "SERVER_PROCESS_PROCESS_READY_TIMEOUT" // EventCodeServerProcessCrashed is a EventCode enum value EventCodeServerProcessCrashed = "SERVER_PROCESS_CRASHED" // EventCodeServerProcessTerminatedUnhealthy is a EventCode enum value EventCodeServerProcessTerminatedUnhealthy = "SERVER_PROCESS_TERMINATED_UNHEALTHY" // EventCodeServerProcessForceTerminated is a EventCode enum value EventCodeServerProcessForceTerminated = "SERVER_PROCESS_FORCE_TERMINATED" // EventCodeServerProcessProcessExitTimeout is a EventCode enum value EventCodeServerProcessProcessExitTimeout = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT" // EventCodeGameSessionActivationTimeout is a EventCode enum value EventCodeGameSessionActivationTimeout = "GAME_SESSION_ACTIVATION_TIMEOUT" // EventCodeFleetCreationExtractingBuild is a EventCode enum value EventCodeFleetCreationExtractingBuild = "FLEET_CREATION_EXTRACTING_BUILD" // EventCodeFleetCreationRunningInstaller is a EventCode enum value EventCodeFleetCreationRunningInstaller = "FLEET_CREATION_RUNNING_INSTALLER" // EventCodeFleetCreationValidatingRuntimeConfig is a EventCode enum value EventCodeFleetCreationValidatingRuntimeConfig = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG" // EventCodeFleetVpcPeeringSucceeded is a EventCode enum value EventCodeFleetVpcPeeringSucceeded = "FLEET_VPC_PEERING_SUCCEEDED" // EventCodeFleetVpcPeeringFailed is a EventCode enum value EventCodeFleetVpcPeeringFailed = "FLEET_VPC_PEERING_FAILED" // EventCodeFleetVpcPeeringDeleted is a EventCode enum value EventCodeFleetVpcPeeringDeleted = "FLEET_VPC_PEERING_DELETED" // EventCodeInstanceInterrupted is a EventCode enum value EventCodeInstanceInterrupted = "INSTANCE_INTERRUPTED" ) // EventCode_Values returns all elements of the EventCode enum func EventCode_Values() []string { return []string{ EventCodeGenericEvent, EventCodeFleetCreated, EventCodeFleetDeleted, EventCodeFleetScalingEvent, EventCodeFleetStateDownloading, EventCodeFleetStateValidating, EventCodeFleetStateBuilding, EventCodeFleetStateActivating, EventCodeFleetStateActive, EventCodeFleetStateError, EventCodeFleetInitializationFailed, EventCodeFleetBinaryDownloadFailed, EventCodeFleetValidationLaunchPathNotFound, EventCodeFleetValidationExecutableRuntimeFailure, EventCodeFleetValidationTimedOut, EventCodeFleetActivationFailed, EventCodeFleetActivationFailedNoInstances, EventCodeFleetNewGameSessionProtectionPolicyUpdated, EventCodeServerProcessInvalidPath, EventCodeServerProcessSdkInitializationTimeout, EventCodeServerProcessProcessReadyTimeout, EventCodeServerProcessCrashed, EventCodeServerProcessTerminatedUnhealthy, EventCodeServerProcessForceTerminated, EventCodeServerProcessProcessExitTimeout, EventCodeGameSessionActivationTimeout, EventCodeFleetCreationExtractingBuild, EventCodeFleetCreationRunningInstaller, EventCodeFleetCreationValidatingRuntimeConfig, EventCodeFleetVpcPeeringSucceeded, EventCodeFleetVpcPeeringFailed, EventCodeFleetVpcPeeringDeleted, EventCodeInstanceInterrupted, } } const ( // FleetActionAutoScaling is a FleetAction enum value FleetActionAutoScaling = "AUTO_SCALING" ) // FleetAction_Values returns all elements of the FleetAction enum func FleetAction_Values() []string { return []string{ FleetActionAutoScaling, } } 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" ) // FleetStatus_Values returns all elements of the FleetStatus enum func FleetStatus_Values() []string { return []string{ FleetStatusNew, FleetStatusDownloading, FleetStatusValidating, FleetStatusBuilding, FleetStatusActivating, FleetStatusActive, FleetStatusDeleting, FleetStatusError, FleetStatusTerminated, } } const ( // FleetTypeOnDemand is a FleetType enum value FleetTypeOnDemand = "ON_DEMAND" // FleetTypeSpot is a FleetType enum value FleetTypeSpot = "SPOT" ) // FleetType_Values returns all elements of the FleetType enum func FleetType_Values() []string { return []string{ FleetTypeOnDemand, FleetTypeSpot, } } const ( // FlexMatchModeStandalone is a FlexMatchMode enum value FlexMatchModeStandalone = "STANDALONE" // FlexMatchModeWithQueue is a FlexMatchMode enum value FlexMatchModeWithQueue = "WITH_QUEUE" ) // FlexMatchMode_Values returns all elements of the FlexMatchMode enum func FlexMatchMode_Values() []string { return []string{ FlexMatchModeStandalone, FlexMatchModeWithQueue, } } const ( // GameServerClaimStatusClaimed is a GameServerClaimStatus enum value GameServerClaimStatusClaimed = "CLAIMED" ) // GameServerClaimStatus_Values returns all elements of the GameServerClaimStatus enum func GameServerClaimStatus_Values() []string { return []string{ GameServerClaimStatusClaimed, } } const ( // GameServerGroupActionReplaceInstanceTypes is a GameServerGroupAction enum value GameServerGroupActionReplaceInstanceTypes = "REPLACE_INSTANCE_TYPES" ) // GameServerGroupAction_Values returns all elements of the GameServerGroupAction enum func GameServerGroupAction_Values() []string { return []string{ GameServerGroupActionReplaceInstanceTypes, } } const ( // GameServerGroupDeleteOptionSafeDelete is a GameServerGroupDeleteOption enum value GameServerGroupDeleteOptionSafeDelete = "SAFE_DELETE" // GameServerGroupDeleteOptionForceDelete is a GameServerGroupDeleteOption enum value GameServerGroupDeleteOptionForceDelete = "FORCE_DELETE" // GameServerGroupDeleteOptionRetain is a GameServerGroupDeleteOption enum value GameServerGroupDeleteOptionRetain = "RETAIN" ) // GameServerGroupDeleteOption_Values returns all elements of the GameServerGroupDeleteOption enum func GameServerGroupDeleteOption_Values() []string { return []string{ GameServerGroupDeleteOptionSafeDelete, GameServerGroupDeleteOptionForceDelete, GameServerGroupDeleteOptionRetain, } } const ( // GameServerGroupInstanceTypeC4Large is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC4Large = "c4.large" // GameServerGroupInstanceTypeC4Xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC4Xlarge = "c4.xlarge" // GameServerGroupInstanceTypeC42xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC42xlarge = "c4.2xlarge" // GameServerGroupInstanceTypeC44xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC44xlarge = "c4.4xlarge" // GameServerGroupInstanceTypeC48xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC48xlarge = "c4.8xlarge" // GameServerGroupInstanceTypeC5Large is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC5Large = "c5.large" // GameServerGroupInstanceTypeC5Xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC5Xlarge = "c5.xlarge" // GameServerGroupInstanceTypeC52xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC52xlarge = "c5.2xlarge" // GameServerGroupInstanceTypeC54xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC54xlarge = "c5.4xlarge" // GameServerGroupInstanceTypeC59xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC59xlarge = "c5.9xlarge" // GameServerGroupInstanceTypeC512xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC512xlarge = "c5.12xlarge" // GameServerGroupInstanceTypeC518xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC518xlarge = "c5.18xlarge" // GameServerGroupInstanceTypeC524xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC524xlarge = "c5.24xlarge" // GameServerGroupInstanceTypeC5aLarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC5aLarge = "c5a.large" // GameServerGroupInstanceTypeC5aXlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC5aXlarge = "c5a.xlarge" // GameServerGroupInstanceTypeC5a2xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC5a2xlarge = "c5a.2xlarge" // GameServerGroupInstanceTypeC5a4xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC5a4xlarge = "c5a.4xlarge" // GameServerGroupInstanceTypeC5a8xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC5a8xlarge = "c5a.8xlarge" // GameServerGroupInstanceTypeC5a12xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC5a12xlarge = "c5a.12xlarge" // GameServerGroupInstanceTypeC5a16xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC5a16xlarge = "c5a.16xlarge" // GameServerGroupInstanceTypeC5a24xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeC5a24xlarge = "c5a.24xlarge" // GameServerGroupInstanceTypeR4Large is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR4Large = "r4.large" // GameServerGroupInstanceTypeR4Xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR4Xlarge = "r4.xlarge" // GameServerGroupInstanceTypeR42xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR42xlarge = "r4.2xlarge" // GameServerGroupInstanceTypeR44xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR44xlarge = "r4.4xlarge" // GameServerGroupInstanceTypeR48xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR48xlarge = "r4.8xlarge" // GameServerGroupInstanceTypeR416xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR416xlarge = "r4.16xlarge" // GameServerGroupInstanceTypeR5Large is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR5Large = "r5.large" // GameServerGroupInstanceTypeR5Xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR5Xlarge = "r5.xlarge" // GameServerGroupInstanceTypeR52xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR52xlarge = "r5.2xlarge" // GameServerGroupInstanceTypeR54xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR54xlarge = "r5.4xlarge" // GameServerGroupInstanceTypeR58xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR58xlarge = "r5.8xlarge" // GameServerGroupInstanceTypeR512xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR512xlarge = "r5.12xlarge" // GameServerGroupInstanceTypeR516xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR516xlarge = "r5.16xlarge" // GameServerGroupInstanceTypeR524xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR524xlarge = "r5.24xlarge" // GameServerGroupInstanceTypeR5aLarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR5aLarge = "r5a.large" // GameServerGroupInstanceTypeR5aXlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR5aXlarge = "r5a.xlarge" // GameServerGroupInstanceTypeR5a2xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR5a2xlarge = "r5a.2xlarge" // GameServerGroupInstanceTypeR5a4xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR5a4xlarge = "r5a.4xlarge" // GameServerGroupInstanceTypeR5a8xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR5a8xlarge = "r5a.8xlarge" // GameServerGroupInstanceTypeR5a12xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR5a12xlarge = "r5a.12xlarge" // GameServerGroupInstanceTypeR5a16xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR5a16xlarge = "r5a.16xlarge" // GameServerGroupInstanceTypeR5a24xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeR5a24xlarge = "r5a.24xlarge" // GameServerGroupInstanceTypeM4Large is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM4Large = "m4.large" // GameServerGroupInstanceTypeM4Xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM4Xlarge = "m4.xlarge" // GameServerGroupInstanceTypeM42xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM42xlarge = "m4.2xlarge" // GameServerGroupInstanceTypeM44xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM44xlarge = "m4.4xlarge" // GameServerGroupInstanceTypeM410xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM410xlarge = "m4.10xlarge" // GameServerGroupInstanceTypeM5Large is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM5Large = "m5.large" // GameServerGroupInstanceTypeM5Xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM5Xlarge = "m5.xlarge" // GameServerGroupInstanceTypeM52xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM52xlarge = "m5.2xlarge" // GameServerGroupInstanceTypeM54xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM54xlarge = "m5.4xlarge" // GameServerGroupInstanceTypeM58xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM58xlarge = "m5.8xlarge" // GameServerGroupInstanceTypeM512xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM512xlarge = "m5.12xlarge" // GameServerGroupInstanceTypeM516xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM516xlarge = "m5.16xlarge" // GameServerGroupInstanceTypeM524xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM524xlarge = "m5.24xlarge" // GameServerGroupInstanceTypeM5aLarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM5aLarge = "m5a.large" // GameServerGroupInstanceTypeM5aXlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM5aXlarge = "m5a.xlarge" // GameServerGroupInstanceTypeM5a2xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM5a2xlarge = "m5a.2xlarge" // GameServerGroupInstanceTypeM5a4xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM5a4xlarge = "m5a.4xlarge" // GameServerGroupInstanceTypeM5a8xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM5a8xlarge = "m5a.8xlarge" // GameServerGroupInstanceTypeM5a12xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM5a12xlarge = "m5a.12xlarge" // GameServerGroupInstanceTypeM5a16xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM5a16xlarge = "m5a.16xlarge" // GameServerGroupInstanceTypeM5a24xlarge is a GameServerGroupInstanceType enum value GameServerGroupInstanceTypeM5a24xlarge = "m5a.24xlarge" ) // GameServerGroupInstanceType_Values returns all elements of the GameServerGroupInstanceType enum func GameServerGroupInstanceType_Values() []string { return []string{ GameServerGroupInstanceTypeC4Large, GameServerGroupInstanceTypeC4Xlarge, GameServerGroupInstanceTypeC42xlarge, GameServerGroupInstanceTypeC44xlarge, GameServerGroupInstanceTypeC48xlarge, GameServerGroupInstanceTypeC5Large, GameServerGroupInstanceTypeC5Xlarge, GameServerGroupInstanceTypeC52xlarge, GameServerGroupInstanceTypeC54xlarge, GameServerGroupInstanceTypeC59xlarge, GameServerGroupInstanceTypeC512xlarge, GameServerGroupInstanceTypeC518xlarge, GameServerGroupInstanceTypeC524xlarge, GameServerGroupInstanceTypeC5aLarge, GameServerGroupInstanceTypeC5aXlarge, GameServerGroupInstanceTypeC5a2xlarge, GameServerGroupInstanceTypeC5a4xlarge, GameServerGroupInstanceTypeC5a8xlarge, GameServerGroupInstanceTypeC5a12xlarge, GameServerGroupInstanceTypeC5a16xlarge, GameServerGroupInstanceTypeC5a24xlarge, GameServerGroupInstanceTypeR4Large, GameServerGroupInstanceTypeR4Xlarge, GameServerGroupInstanceTypeR42xlarge, GameServerGroupInstanceTypeR44xlarge, GameServerGroupInstanceTypeR48xlarge, GameServerGroupInstanceTypeR416xlarge, GameServerGroupInstanceTypeR5Large, GameServerGroupInstanceTypeR5Xlarge, GameServerGroupInstanceTypeR52xlarge, GameServerGroupInstanceTypeR54xlarge, GameServerGroupInstanceTypeR58xlarge, GameServerGroupInstanceTypeR512xlarge, GameServerGroupInstanceTypeR516xlarge, GameServerGroupInstanceTypeR524xlarge, GameServerGroupInstanceTypeR5aLarge, GameServerGroupInstanceTypeR5aXlarge, GameServerGroupInstanceTypeR5a2xlarge, GameServerGroupInstanceTypeR5a4xlarge, GameServerGroupInstanceTypeR5a8xlarge, GameServerGroupInstanceTypeR5a12xlarge, GameServerGroupInstanceTypeR5a16xlarge, GameServerGroupInstanceTypeR5a24xlarge, GameServerGroupInstanceTypeM4Large, GameServerGroupInstanceTypeM4Xlarge, GameServerGroupInstanceTypeM42xlarge, GameServerGroupInstanceTypeM44xlarge, GameServerGroupInstanceTypeM410xlarge, GameServerGroupInstanceTypeM5Large, GameServerGroupInstanceTypeM5Xlarge, GameServerGroupInstanceTypeM52xlarge, GameServerGroupInstanceTypeM54xlarge, GameServerGroupInstanceTypeM58xlarge, GameServerGroupInstanceTypeM512xlarge, GameServerGroupInstanceTypeM516xlarge, GameServerGroupInstanceTypeM524xlarge, GameServerGroupInstanceTypeM5aLarge, GameServerGroupInstanceTypeM5aXlarge, GameServerGroupInstanceTypeM5a2xlarge, GameServerGroupInstanceTypeM5a4xlarge, GameServerGroupInstanceTypeM5a8xlarge, GameServerGroupInstanceTypeM5a12xlarge, GameServerGroupInstanceTypeM5a16xlarge, GameServerGroupInstanceTypeM5a24xlarge, } } const ( // GameServerGroupStatusNew is a GameServerGroupStatus enum value GameServerGroupStatusNew = "NEW" // GameServerGroupStatusActivating is a GameServerGroupStatus enum value GameServerGroupStatusActivating = "ACTIVATING" // GameServerGroupStatusActive is a GameServerGroupStatus enum value GameServerGroupStatusActive = "ACTIVE" // GameServerGroupStatusDeleteScheduled is a GameServerGroupStatus enum value GameServerGroupStatusDeleteScheduled = "DELETE_SCHEDULED" // GameServerGroupStatusDeleting is a GameServerGroupStatus enum value GameServerGroupStatusDeleting = "DELETING" // GameServerGroupStatusDeleted is a GameServerGroupStatus enum value GameServerGroupStatusDeleted = "DELETED" // GameServerGroupStatusError is a GameServerGroupStatus enum value GameServerGroupStatusError = "ERROR" ) // GameServerGroupStatus_Values returns all elements of the GameServerGroupStatus enum func GameServerGroupStatus_Values() []string { return []string{ GameServerGroupStatusNew, GameServerGroupStatusActivating, GameServerGroupStatusActive, GameServerGroupStatusDeleteScheduled, GameServerGroupStatusDeleting, GameServerGroupStatusDeleted, GameServerGroupStatusError, } } const ( // GameServerHealthCheckHealthy is a GameServerHealthCheck enum value GameServerHealthCheckHealthy = "HEALTHY" ) // GameServerHealthCheck_Values returns all elements of the GameServerHealthCheck enum func GameServerHealthCheck_Values() []string { return []string{ GameServerHealthCheckHealthy, } } const ( // GameServerInstanceStatusActive is a GameServerInstanceStatus enum value GameServerInstanceStatusActive = "ACTIVE" // GameServerInstanceStatusDraining is a GameServerInstanceStatus enum value GameServerInstanceStatusDraining = "DRAINING" // GameServerInstanceStatusSpotTerminating is a GameServerInstanceStatus enum value GameServerInstanceStatusSpotTerminating = "SPOT_TERMINATING" ) // GameServerInstanceStatus_Values returns all elements of the GameServerInstanceStatus enum func GameServerInstanceStatus_Values() []string { return []string{ GameServerInstanceStatusActive, GameServerInstanceStatusDraining, GameServerInstanceStatusSpotTerminating, } } const ( // GameServerProtectionPolicyNoProtection is a GameServerProtectionPolicy enum value GameServerProtectionPolicyNoProtection = "NO_PROTECTION" // GameServerProtectionPolicyFullProtection is a GameServerProtectionPolicy enum value GameServerProtectionPolicyFullProtection = "FULL_PROTECTION" ) // GameServerProtectionPolicy_Values returns all elements of the GameServerProtectionPolicy enum func GameServerProtectionPolicy_Values() []string { return []string{ GameServerProtectionPolicyNoProtection, GameServerProtectionPolicyFullProtection, } } const ( // GameServerUtilizationStatusAvailable is a GameServerUtilizationStatus enum value GameServerUtilizationStatusAvailable = "AVAILABLE" // GameServerUtilizationStatusUtilized is a GameServerUtilizationStatus enum value GameServerUtilizationStatusUtilized = "UTILIZED" ) // GameServerUtilizationStatus_Values returns all elements of the GameServerUtilizationStatus enum func GameServerUtilizationStatus_Values() []string { return []string{ GameServerUtilizationStatusAvailable, GameServerUtilizationStatusUtilized, } } 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" // GameSessionPlacementStateFailed is a GameSessionPlacementState enum value GameSessionPlacementStateFailed = "FAILED" ) // GameSessionPlacementState_Values returns all elements of the GameSessionPlacementState enum func GameSessionPlacementState_Values() []string { return []string{ GameSessionPlacementStatePending, GameSessionPlacementStateFulfilled, GameSessionPlacementStateCancelled, GameSessionPlacementStateTimedOut, GameSessionPlacementStateFailed, } } 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" ) // GameSessionStatus_Values returns all elements of the GameSessionStatus enum func GameSessionStatus_Values() []string { return []string{ GameSessionStatusActive, GameSessionStatusActivating, GameSessionStatusTerminated, GameSessionStatusTerminating, GameSessionStatusError, } } const ( // GameSessionStatusReasonInterrupted is a GameSessionStatusReason enum value GameSessionStatusReasonInterrupted = "INTERRUPTED" ) // GameSessionStatusReason_Values returns all elements of the GameSessionStatusReason enum func GameSessionStatusReason_Values() []string { return []string{ GameSessionStatusReasonInterrupted, } } 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" ) // InstanceStatus_Values returns all elements of the InstanceStatus enum func InstanceStatus_Values() []string { return []string{ InstanceStatusPending, InstanceStatusActive, InstanceStatusTerminating, } } const ( // IpProtocolTcp is a IpProtocol enum value IpProtocolTcp = "TCP" // IpProtocolUdp is a IpProtocol enum value IpProtocolUdp = "UDP" ) // IpProtocol_Values returns all elements of the IpProtocol enum func IpProtocol_Values() []string { return []string{ IpProtocolTcp, IpProtocolUdp, } } const ( // LocationUpdateStatusPendingUpdate is a LocationUpdateStatus enum value LocationUpdateStatusPendingUpdate = "PENDING_UPDATE" ) // LocationUpdateStatus_Values returns all elements of the LocationUpdateStatus enum func LocationUpdateStatus_Values() []string { return []string{ LocationUpdateStatusPendingUpdate, } } const ( // MatchmakingConfigurationStatusCancelled is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusCancelled = "CANCELLED" // MatchmakingConfigurationStatusCompleted is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusCompleted = "COMPLETED" // MatchmakingConfigurationStatusFailed is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusFailed = "FAILED" // MatchmakingConfigurationStatusPlacing is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusPlacing = "PLACING" // MatchmakingConfigurationStatusQueued is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusQueued = "QUEUED" // MatchmakingConfigurationStatusRequiresAcceptance is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusRequiresAcceptance = "REQUIRES_ACCEPTANCE" // MatchmakingConfigurationStatusSearching is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusSearching = "SEARCHING" // MatchmakingConfigurationStatusTimedOut is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusTimedOut = "TIMED_OUT" ) // MatchmakingConfigurationStatus_Values returns all elements of the MatchmakingConfigurationStatus enum func MatchmakingConfigurationStatus_Values() []string { return []string{ MatchmakingConfigurationStatusCancelled, MatchmakingConfigurationStatusCompleted, MatchmakingConfigurationStatusFailed, MatchmakingConfigurationStatusPlacing, MatchmakingConfigurationStatusQueued, MatchmakingConfigurationStatusRequiresAcceptance, MatchmakingConfigurationStatusSearching, MatchmakingConfigurationStatusTimedOut, } } 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" ) // MetricName_Values returns all elements of the MetricName enum func MetricName_Values() []string { return []string{ MetricNameActivatingGameSessions, MetricNameActiveGameSessions, MetricNameActiveInstances, MetricNameAvailableGameSessions, MetricNameAvailablePlayerSessions, MetricNameCurrentPlayerSessions, MetricNameIdleInstances, MetricNamePercentAvailableGameSessions, MetricNamePercentIdleInstances, MetricNameQueueDepth, MetricNameWaitTime, } } const ( // OperatingSystemWindows2012 is a OperatingSystem enum value OperatingSystemWindows2012 = "WINDOWS_2012" // OperatingSystemAmazonLinux is a OperatingSystem enum value OperatingSystemAmazonLinux = "AMAZON_LINUX" // OperatingSystemAmazonLinux2 is a OperatingSystem enum value OperatingSystemAmazonLinux2 = "AMAZON_LINUX_2" ) // OperatingSystem_Values returns all elements of the OperatingSystem enum func OperatingSystem_Values() []string { return []string{ OperatingSystemWindows2012, OperatingSystemAmazonLinux, OperatingSystemAmazonLinux2, } } const ( // PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL" // PlayerSessionCreationPolicyDenyAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyDenyAll = "DENY_ALL" ) // PlayerSessionCreationPolicy_Values returns all elements of the PlayerSessionCreationPolicy enum func PlayerSessionCreationPolicy_Values() []string { return []string{ PlayerSessionCreationPolicyAcceptAll, PlayerSessionCreationPolicyDenyAll, } } 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" ) // PlayerSessionStatus_Values returns all elements of the PlayerSessionStatus enum func PlayerSessionStatus_Values() []string { return []string{ PlayerSessionStatusReserved, PlayerSessionStatusActive, PlayerSessionStatusCompleted, PlayerSessionStatusTimedout, } } const ( // PolicyTypeRuleBased is a PolicyType enum value PolicyTypeRuleBased = "RuleBased" // PolicyTypeTargetBased is a PolicyType enum value PolicyTypeTargetBased = "TargetBased" ) // PolicyType_Values returns all elements of the PolicyType enum func PolicyType_Values() []string { return []string{ PolicyTypeRuleBased, PolicyTypeTargetBased, } } const ( // PriorityTypeLatency is a PriorityType enum value PriorityTypeLatency = "LATENCY" // PriorityTypeCost is a PriorityType enum value PriorityTypeCost = "COST" // PriorityTypeDestination is a PriorityType enum value PriorityTypeDestination = "DESTINATION" // PriorityTypeLocation is a PriorityType enum value PriorityTypeLocation = "LOCATION" ) // PriorityType_Values returns all elements of the PriorityType enum func PriorityType_Values() []string { return []string{ PriorityTypeLatency, PriorityTypeCost, PriorityTypeDestination, PriorityTypeLocation, } } const ( // ProtectionPolicyNoProtection is a ProtectionPolicy enum value ProtectionPolicyNoProtection = "NoProtection" // ProtectionPolicyFullProtection is a ProtectionPolicy enum value ProtectionPolicyFullProtection = "FullProtection" ) // ProtectionPolicy_Values returns all elements of the ProtectionPolicy enum func ProtectionPolicy_Values() []string { return []string{ ProtectionPolicyNoProtection, ProtectionPolicyFullProtection, } } const ( // RoutingStrategyTypeSimple is a RoutingStrategyType enum value RoutingStrategyTypeSimple = "SIMPLE" // RoutingStrategyTypeTerminal is a RoutingStrategyType enum value RoutingStrategyTypeTerminal = "TERMINAL" ) // RoutingStrategyType_Values returns all elements of the RoutingStrategyType enum func RoutingStrategyType_Values() []string { return []string{ RoutingStrategyTypeSimple, RoutingStrategyTypeTerminal, } } 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" ) // ScalingAdjustmentType_Values returns all elements of the ScalingAdjustmentType enum func ScalingAdjustmentType_Values() []string { return []string{ ScalingAdjustmentTypeChangeInCapacity, ScalingAdjustmentTypeExactCapacity, ScalingAdjustmentTypePercentChangeInCapacity, } } 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" ) // ScalingStatusType_Values returns all elements of the ScalingStatusType enum func ScalingStatusType_Values() []string { return []string{ ScalingStatusTypeActive, ScalingStatusTypeUpdateRequested, ScalingStatusTypeUpdating, ScalingStatusTypeDeleteRequested, ScalingStatusTypeDeleting, ScalingStatusTypeDeleted, ScalingStatusTypeError, } } const ( // SortOrderAscending is a SortOrder enum value SortOrderAscending = "ASCENDING" // SortOrderDescending is a SortOrder enum value SortOrderDescending = "DESCENDING" ) // SortOrder_Values returns all elements of the SortOrder enum func SortOrder_Values() []string { return []string{ SortOrderAscending, SortOrderDescending, } }