// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT. package gamelift import ( "context" "fmt" "github.com/aws/aws-sdk-go-v2/aws" "github.com/aws/aws-sdk-go-v2/internal/awsutil" ) // Represents the input for a request action. type CreateGameSessionQueueInput struct { _ struct{} `type:"structure"` // A list of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []GameSessionQueueDestination `type:"list"` // 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"` // A collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, the policy is enforced at the start of the game session // placement for the duration period. With multiple policies, each policy is // enforced consecutively for its duration period. For example, a queue might // enforce a 60-second policy followed by a 120-second policy, and then no policy // for the remainder of the placement. A player latency policy must set a value // for MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API // request fails. PlayerLatencyPolicies []PlayerLatencyPolicy `type:"list"` // 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 func (s CreateGameSessionQueueInput) String() string { return awsutil.Prettify(s) } // Validate inspects the fields of the type to determine if they are valid. func (s *CreateGameSessionQueueInput) Validate() error { invalidParams := aws.ErrInvalidParams{Context: "CreateGameSessionQueueInput"} if s.Name == nil { invalidParams.Add(aws.NewErrParamRequired("Name")) } if s.Name != nil && len(*s.Name) < 1 { invalidParams.Add(aws.NewErrParamMinLen("Name", 1)) } if s.Destinations != nil { for i, v := range s.Destinations { if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Destinations", i), err.(aws.ErrInvalidParams)) } } } if s.Tags != nil { for i, v := range s.Tags { if err := v.Validate(); err != nil { invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(aws.ErrInvalidParams)) } } } if invalidParams.Len() > 0 { return invalidParams } return nil } // Represents the returned data in response to a request action. 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 func (s CreateGameSessionQueueOutput) String() string { return awsutil.Prettify(s) } const opCreateGameSessionQueue = "CreateGameSessionQueue" // CreateGameSessionQueueRequest returns a request value for making API operation for // Amazon GameLift. // // Establishes a new queue for processing requests to place new game sessions. // A queue identifies where new game sessions can be hosted -- by specifying // a list of destinations (fleets or aliases) -- and how long requests can wait // in the queue before timing out. You can set up a queue to try to place game // sessions on fleets in multiple Regions. To add placement requests to a queue, // call StartGameSessionPlacement and reference the queue name. // // Destination order. When processing a request for a game session, Amazon GameLift // tries each destination in order until it finds one with available resources // to host the new game session. A queue's default order is determined by how // destinations are listed. The default order is overridden when a game session // placement request provides player latency information. Player latency information // enables Amazon GameLift to prioritize destinations where players report the // lowest average latency, as a result placing the new game session where the // majority of players will have the best possible gameplay experience. // // Player latency policies. For placement requests containing player latency // information, use player latency policies to protect individual players from // very high latencies. With a latency cap, even when a destination can deliver // a low latency for most players, the game is not placed where any individual // player is reporting latency higher than a policy's maximum. A queue can have // multiple latency policies, which are enforced consecutively starting with // the policy with the lowest latency cap. Use multiple policies to gradually // relax latency controls; for example, you might set a policy with a low latency // cap for the first 60 seconds, a second policy with a higher cap for the next // 60 seconds, etc. // // To create a new queue, provide a name, timeout value, a list of destinations // and, if desired, a set of latency policies. If successful, a new queue object // is returned. // // 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 operations // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // // // Example sending a request using CreateGameSessionQueueRequest. // req := client.CreateGameSessionQueueRequest(params) // resp, err := req.Send(context.TODO()) // if err == nil { // fmt.Println(resp) // } // // Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue func (c *Client) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) CreateGameSessionQueueRequest { op := &aws.Operation{ Name: opCreateGameSessionQueue, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { input = &CreateGameSessionQueueInput{} } req := c.newRequest(op, input, &CreateGameSessionQueueOutput{}) return CreateGameSessionQueueRequest{Request: req, Input: input, Copy: c.CreateGameSessionQueueRequest} } // CreateGameSessionQueueRequest is the request type for the // CreateGameSessionQueue API operation. type CreateGameSessionQueueRequest struct { *aws.Request Input *CreateGameSessionQueueInput Copy func(*CreateGameSessionQueueInput) CreateGameSessionQueueRequest } // Send marshals and sends the CreateGameSessionQueue API request. func (r CreateGameSessionQueueRequest) Send(ctx context.Context) (*CreateGameSessionQueueResponse, error) { r.Request.SetContext(ctx) err := r.Request.Send() if err != nil { return nil, err } resp := &CreateGameSessionQueueResponse{ CreateGameSessionQueueOutput: r.Request.Data.(*CreateGameSessionQueueOutput), response: &aws.Response{Request: r.Request}, } return resp, nil } // CreateGameSessionQueueResponse is the response type for the // CreateGameSessionQueue API operation. type CreateGameSessionQueueResponse struct { *CreateGameSessionQueueOutput response *aws.Response } // SDKResponseMetdata returns the response metadata for the // CreateGameSessionQueue request. func (r *CreateGameSessionQueueResponse) SDKResponseMetdata() *aws.Response { return r.response }