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- // THIS FILE IS AUTOMATICALLY GENERATED. DO NOT EDIT.
- // Package gamelift provides a client for Amazon GameLift.
- package gamelift
- import (
- "fmt"
- "time"
- "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 opCreateAlias = "CreateAlias"
- // CreateAliasRequest generates a "aws/request.Request" representing the
- // client's request for the CreateAlias operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the CreateAlias method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the CreateAliasRequest method.
- // req, resp := client.CreateAliasRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput) {
- op := &request.Operation{
- Name: opCreateAlias,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &CreateAliasInput{}
- }
- req = c.newRequest(op, input, output)
- output = &CreateAliasOutput{}
- req.Data = output
- return
- }
- // Creates an alias for a fleet. You can use an alias to anonymize your fleet
- // by referencing an alias instead of a specific fleet when you create game
- // sessions. Amazon GameLift supports two types of routing strategies for aliases:
- // simple and terminal. Use a simple alias to point to an active fleet. Use
- // a terminal alias to display a message to incoming traffic instead of routing
- // players to an active fleet. This option is useful when a game server is no
- // longer supported but you want to provide better messaging than a standard
- // 404 error.
- //
- // To create a fleet alias, specify an alias name, routing strategy, and optional
- // description. If successful, a new alias record is returned, including an
- // alias ID, which you can reference when creating a game session. To reassign
- // the alias to another fleet ID, call UpdateAlias.
- func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error) {
- req, out := c.CreateAliasRequest(input)
- err := req.Send()
- return out, err
- }
- const opCreateBuild = "CreateBuild"
- // CreateBuildRequest generates a "aws/request.Request" representing the
- // client's request for the CreateBuild operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the CreateBuild method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the CreateBuildRequest method.
- // req, resp := client.CreateBuildRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput) {
- op := &request.Operation{
- Name: opCreateBuild,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &CreateBuildInput{}
- }
- req = c.newRequest(op, input, output)
- output = &CreateBuildOutput{}
- req.Data = output
- return
- }
- // Initializes a new build record and generates information required to upload
- // a game build to Amazon GameLift. Once the build record has been created and
- // its status is INITIALIZED, you can upload your game build.
- //
- // Do not use this API action unless you are using your own Amazon Simple
- // Storage Service (Amazon S3) client and need to manually upload your build
- // files. Instead, to create a build, use the CLI command upload-build, which
- // creates a new build record and uploads the build files in one step. (See
- // the Amazon GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/)
- // for more details on the CLI and the upload process.)
- //
- // To create a new build, optionally specify a build name and version. This
- // metadata is stored with other properties in the build record and is displayed
- // in the GameLift console (it is not visible to players). If successful, this
- // action returns the newly created build record along with the Amazon S3 storage
- // location and AWS account credentials. Use the location and credentials to
- // upload your game build.
- func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error) {
- req, out := c.CreateBuildRequest(input)
- err := req.Send()
- return out, err
- }
- const opCreateFleet = "CreateFleet"
- // CreateFleetRequest generates a "aws/request.Request" representing the
- // client's request for the CreateFleet operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the CreateFleet method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the CreateFleetRequest method.
- // req, resp := client.CreateFleetRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput) {
- op := &request.Operation{
- Name: opCreateFleet,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &CreateFleetInput{}
- }
- req = c.newRequest(op, input, output)
- output = &CreateFleetOutput{}
- req.Data = output
- return
- }
- // Creates a new fleet to run your game servers. A fleet is a set of Amazon
- // Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple
- // server processes to host game sessions. You configure a fleet to create instances
- // with certain hardware specifications (see Amazon EC2 Instance Types (https://aws.amazon.com/ec2/instance-types/)
- // for more information), and deploy a specified game build to each instance.
- // A newly created fleet passes through several statuses; once it reaches the
- // ACTIVE status, it can begin hosting game sessions.
- //
- // To create a new fleet, provide a fleet name, an EC2 instance type, and a
- // build ID of the game build to deploy. You can also configure the new fleet
- // with the following settings: (1) a runtime configuration describing what
- // server processes to run on each instance in the fleet (required to create
- // fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session
- // protection, and (4) the location of default log files for GameLift to upload
- // and store.
- //
- // If the CreateFleet call is successful, Amazon GameLift performs the following
- // tasks:
- //
- // Creates a fleet record and sets the status to NEW (followed by other statuses
- // as the fleet is activated). Sets the fleet's capacity to 1 "desired", which
- // causes GameLift to start one new EC2 instance. Starts launching server processes
- // on the instance. If the fleet is configured to run multiple server processes
- // per instance, GameLift staggers each launch by a few seconds. Begins writing
- // events to the fleet event log, which can be accessed in the GameLift console.
- // Sets the fleet's status to ACTIVE once one server process in the fleet is
- // ready to host a game session. After a fleet is created, use the following
- // actions to change fleet properties and configuration:
- //
- // UpdateFleetAttributes -- Update fleet metadata, including name and description.
- // UpdateFleetCapacity -- Increase or decrease the number of instances you
- // want the fleet to maintain. UpdateFleetPortSettings -- Change the IP address
- // and port ranges that allow access to incoming traffic. UpdateRuntimeConfiguration
- // -- Change how server processes are launched in the fleet, including launch
- // path, launch parameters, and the number of concurrent processes.
- func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error) {
- req, out := c.CreateFleetRequest(input)
- err := req.Send()
- return out, err
- }
- const opCreateGameSession = "CreateGameSession"
- // CreateGameSessionRequest generates a "aws/request.Request" representing the
- // client's request for the CreateGameSession operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the CreateGameSession method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the CreateGameSessionRequest method.
- // req, resp := client.CreateGameSessionRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput) {
- op := &request.Operation{
- Name: opCreateGameSession,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &CreateGameSessionInput{}
- }
- req = c.newRequest(op, input, output)
- output = &CreateGameSessionOutput{}
- req.Data = output
- return
- }
- // Creates a multiplayer game session for players. This action creates a game
- // session record and assigns the new session to an instance in the specified
- // fleet, which initializes a new server process to host the game session. A
- // fleet must be in an ACTIVE status before a game session can be created in
- // it.
- //
- // To create a game session, specify either a fleet ID or an alias ID and indicate
- // the maximum number of players the game session allows. You can also provide
- // a name and a set of properties for your game (optional). If successful, a
- // GameSession object is returned containing session properties, including an
- // IP address. By default, newly created game sessions are set to accept adding
- // any new players to the game session. Use UpdateGameSession to change the
- // creation policy.
- func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error) {
- req, out := c.CreateGameSessionRequest(input)
- err := req.Send()
- return out, err
- }
- const opCreatePlayerSession = "CreatePlayerSession"
- // CreatePlayerSessionRequest generates a "aws/request.Request" representing the
- // client's request for the CreatePlayerSession operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the CreatePlayerSession method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the CreatePlayerSessionRequest method.
- // req, resp := client.CreatePlayerSessionRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput) {
- op := &request.Operation{
- Name: opCreatePlayerSession,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &CreatePlayerSessionInput{}
- }
- req = c.newRequest(op, input, output)
- output = &CreatePlayerSessionOutput{}
- req.Data = output
- return
- }
- // Adds a player to a game session and creates a player session record. A game
- // session must be in an ACTIVE status, have a creation policy of ALLOW_ALL,
- // and have an open player slot before players can be added to the session.
- //
- // To create a player session, specify a game session ID and player ID. If
- // successful, the player is added to the game session and a new PlayerSession
- // object is returned.
- func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error) {
- req, out := c.CreatePlayerSessionRequest(input)
- err := req.Send()
- return out, err
- }
- const opCreatePlayerSessions = "CreatePlayerSessions"
- // CreatePlayerSessionsRequest generates a "aws/request.Request" representing the
- // client's request for the CreatePlayerSessions operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the CreatePlayerSessions method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the CreatePlayerSessionsRequest method.
- // req, resp := client.CreatePlayerSessionsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput) {
- op := &request.Operation{
- Name: opCreatePlayerSessions,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &CreatePlayerSessionsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &CreatePlayerSessionsOutput{}
- req.Data = output
- return
- }
- // Adds a group of players to a game session. Similar to CreatePlayerSession,
- // this action allows you to add multiple players in a single call, which is
- // useful for games that provide party and/or matchmaking features. A game session
- // must be in an ACTIVE status, have a creation policy of ALLOW_ALL, and have
- // an open player slot before players can be added to the session.
- //
- // To create player sessions, specify a game session ID and a list of player
- // IDs. If successful, the players are added to the game session and a set of
- // new PlayerSession objects is returned.
- func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error) {
- req, out := c.CreatePlayerSessionsRequest(input)
- err := req.Send()
- return out, err
- }
- const opDeleteAlias = "DeleteAlias"
- // DeleteAliasRequest generates a "aws/request.Request" representing the
- // client's request for the DeleteAlias operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DeleteAlias method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DeleteAliasRequest method.
- // req, resp := client.DeleteAliasRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput) {
- op := &request.Operation{
- Name: opDeleteAlias,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DeleteAliasInput{}
- }
- req = c.newRequest(op, input, output)
- req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler)
- req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler)
- output = &DeleteAliasOutput{}
- req.Data = output
- return
- }
- // Deletes an alias. This action removes all record of the alias; game clients
- // attempting to access a server process using the deleted alias receive an
- // error. To delete an alias, specify the alias ID to be deleted.
- func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error) {
- req, out := c.DeleteAliasRequest(input)
- err := req.Send()
- return out, err
- }
- const opDeleteBuild = "DeleteBuild"
- // DeleteBuildRequest generates a "aws/request.Request" representing the
- // client's request for the DeleteBuild operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DeleteBuild method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DeleteBuildRequest method.
- // req, resp := client.DeleteBuildRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput) {
- op := &request.Operation{
- Name: opDeleteBuild,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DeleteBuildInput{}
- }
- req = c.newRequest(op, input, output)
- req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler)
- req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler)
- output = &DeleteBuildOutput{}
- req.Data = output
- return
- }
- // Deletes a build. This action permanently deletes the build record and any
- // uploaded build files.
- //
- // To delete a build, specify its ID. Deleting a build does not affect the
- // status of any active fleets using the build, but you can no longer create
- // new fleets with the deleted build.
- func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error) {
- req, out := c.DeleteBuildRequest(input)
- err := req.Send()
- return out, err
- }
- const opDeleteFleet = "DeleteFleet"
- // DeleteFleetRequest generates a "aws/request.Request" representing the
- // client's request for the DeleteFleet operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DeleteFleet method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DeleteFleetRequest method.
- // req, resp := client.DeleteFleetRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput) {
- op := &request.Operation{
- Name: opDeleteFleet,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DeleteFleetInput{}
- }
- req = c.newRequest(op, input, output)
- req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler)
- req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler)
- output = &DeleteFleetOutput{}
- req.Data = output
- return
- }
- // Deletes everything related to a fleet. Before deleting a fleet, you must
- // set the fleet's desired capacity to zero. See UpdateFleetCapacity.
- //
- // This action removes the fleet's resources and the fleet record. Once a fleet
- // is deleted, you can no longer use that fleet.
- func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error) {
- req, out := c.DeleteFleetRequest(input)
- err := req.Send()
- return out, err
- }
- const opDeleteScalingPolicy = "DeleteScalingPolicy"
- // DeleteScalingPolicyRequest generates a "aws/request.Request" representing the
- // client's request for the DeleteScalingPolicy operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DeleteScalingPolicy method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DeleteScalingPolicyRequest method.
- // req, resp := client.DeleteScalingPolicyRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput) {
- op := &request.Operation{
- Name: opDeleteScalingPolicy,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DeleteScalingPolicyInput{}
- }
- req = c.newRequest(op, input, output)
- req.Handlers.Unmarshal.Remove(jsonrpc.UnmarshalHandler)
- req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler)
- output = &DeleteScalingPolicyOutput{}
- req.Data = output
- return
- }
- // Deletes a fleet scaling policy. This action means that the policy is no longer
- // in force and removes all record of it. To delete a scaling policy, specify
- // both the scaling policy name and the fleet ID it is associated with.
- func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error) {
- req, out := c.DeleteScalingPolicyRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeAlias = "DescribeAlias"
- // DescribeAliasRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeAlias operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeAlias method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeAliasRequest method.
- // req, resp := client.DescribeAliasRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput) {
- op := &request.Operation{
- Name: opDescribeAlias,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeAliasInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeAliasOutput{}
- req.Data = output
- return
- }
- // Retrieves properties for a specified alias. To get the alias, specify an
- // alias ID. If successful, an Alias object is returned.
- func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error) {
- req, out := c.DescribeAliasRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeBuild = "DescribeBuild"
- // DescribeBuildRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeBuild operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeBuild method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeBuildRequest method.
- // req, resp := client.DescribeBuildRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput) {
- op := &request.Operation{
- Name: opDescribeBuild,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeBuildInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeBuildOutput{}
- req.Data = output
- return
- }
- // Retrieves properties for a build. To get a build record, specify a build
- // ID. If successful, an object containing the build properties is returned.
- func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error) {
- req, out := c.DescribeBuildRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeEC2InstanceLimits = "DescribeEC2InstanceLimits"
- // DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeEC2InstanceLimits operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeEC2InstanceLimits method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeEC2InstanceLimitsRequest method.
- // req, resp := client.DescribeEC2InstanceLimitsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput) {
- op := &request.Operation{
- Name: opDescribeEC2InstanceLimits,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeEC2InstanceLimitsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeEC2InstanceLimitsOutput{}
- req.Data = output
- return
- }
- // Retrieves the following information for the specified EC2 instance type:
- //
- // maximum number of instances allowed per AWS account (service limit) current
- // usage level for the AWS account Service limits vary depending on region.
- // Available regions for GameLift can be found in the AWS Management Console
- // for GameLift (see the drop-down list in the upper right corner).
- func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error) {
- req, out := c.DescribeEC2InstanceLimitsRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeFleetAttributes = "DescribeFleetAttributes"
- // DescribeFleetAttributesRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeFleetAttributes operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeFleetAttributes method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeFleetAttributesRequest method.
- // req, resp := client.DescribeFleetAttributesRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput) {
- op := &request.Operation{
- Name: opDescribeFleetAttributes,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeFleetAttributesInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeFleetAttributesOutput{}
- req.Data = output
- return
- }
- // Retrieves fleet properties, including metadata, status, and configuration,
- // for one or more fleets. You can request attributes for all fleets, or specify
- // a list of one or more fleet IDs. When requesting multiple fleets, use the
- // pagination parameters to retrieve results as a set of sequential pages. If
- // successful, a FleetAttributes object is returned for each requested fleet
- // ID. When specifying a list of fleet IDs, attribute objects are returned only
- // for fleets that currently exist.
- //
- // Some API actions may limit the number of fleet IDs allowed in one request.
- // If a request exceeds this limit, the request fails and the error message
- // includes the maximum allowed.
- func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error) {
- req, out := c.DescribeFleetAttributesRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeFleetCapacity = "DescribeFleetCapacity"
- // DescribeFleetCapacityRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeFleetCapacity operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeFleetCapacity method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeFleetCapacityRequest method.
- // req, resp := client.DescribeFleetCapacityRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput) {
- op := &request.Operation{
- Name: opDescribeFleetCapacity,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeFleetCapacityInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeFleetCapacityOutput{}
- req.Data = output
- return
- }
- // Retrieves the current status of fleet capacity for one or more fleets. This
- // information includes the number of instances that have been requested for
- // the fleet and the number currently active. You can request capacity for all
- // fleets, or specify a list of one or more fleet IDs. When requesting multiple
- // fleets, use the pagination parameters to retrieve results as a set of sequential
- // pages. If successful, a FleetCapacity object is returned for each requested
- // fleet ID. When specifying a list of fleet IDs, attribute objects are returned
- // only for fleets that currently exist.
- //
- // Some API actions may limit the number of fleet IDs allowed in one request.
- // If a request exceeds this limit, the request fails and the error message
- // includes the maximum allowed.
- func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error) {
- req, out := c.DescribeFleetCapacityRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeFleetEvents = "DescribeFleetEvents"
- // DescribeFleetEventsRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeFleetEvents operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeFleetEvents method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeFleetEventsRequest method.
- // req, resp := client.DescribeFleetEventsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput) {
- op := &request.Operation{
- Name: opDescribeFleetEvents,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeFleetEventsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeFleetEventsOutput{}
- req.Data = output
- return
- }
- // Retrieves entries from the specified fleet's event log. You can specify a
- // time range to limit the result set. Use the pagination parameters to retrieve
- // results as a set of sequential pages. If successful, a collection of event
- // log entries matching the request are returned.
- func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error) {
- req, out := c.DescribeFleetEventsRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeFleetPortSettings = "DescribeFleetPortSettings"
- // DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeFleetPortSettings operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeFleetPortSettings method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeFleetPortSettingsRequest method.
- // req, resp := client.DescribeFleetPortSettingsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput) {
- op := &request.Operation{
- Name: opDescribeFleetPortSettings,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeFleetPortSettingsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeFleetPortSettingsOutput{}
- req.Data = output
- return
- }
- // Retrieves the inbound connection permissions for a fleet. Connection permissions
- // include a range of IP addresses and port settings that incoming traffic can
- // use to access server processes in the fleet. To get a fleet's inbound connection
- // permissions, specify a fleet ID. If successful, a collection of IpPermission
- // objects is returned for the requested fleet ID. If the requested fleet has
- // been deleted, the result set is empty.
- func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error) {
- req, out := c.DescribeFleetPortSettingsRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeFleetUtilization = "DescribeFleetUtilization"
- // DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeFleetUtilization operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeFleetUtilization method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeFleetUtilizationRequest method.
- // req, resp := client.DescribeFleetUtilizationRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput) {
- op := &request.Operation{
- Name: opDescribeFleetUtilization,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeFleetUtilizationInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeFleetUtilizationOutput{}
- req.Data = output
- return
- }
- // Retrieves utilization statistics for one or more fleets. You can request
- // utilization data for all fleets, or specify a list of one or more fleet IDs.
- // When requesting multiple fleets, use the pagination parameters to retrieve
- // results as a set of sequential pages. If successful, a FleetUtilization object
- // is returned for each requested fleet ID. When specifying a list of fleet
- // IDs, utilization objects are returned only for fleets that currently exist.
- //
- // Some API actions may limit the number of fleet IDs allowed in one request.
- // If a request exceeds this limit, the request fails and the error message
- // includes the maximum allowed.
- func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error) {
- req, out := c.DescribeFleetUtilizationRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeGameSessionDetails = "DescribeGameSessionDetails"
- // DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeGameSessionDetails operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeGameSessionDetails method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeGameSessionDetailsRequest method.
- // req, resp := client.DescribeGameSessionDetailsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput) {
- op := &request.Operation{
- Name: opDescribeGameSessionDetails,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeGameSessionDetailsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeGameSessionDetailsOutput{}
- req.Data = output
- return
- }
- // Retrieves properties, including the protection policy in force, for one or
- // more game sessions. This action can be used in several ways: (1) provide
- // a GameSessionId to request details for a specific game session; (2) provide
- // either a FleetId or an AliasId to request properties for all game sessions
- // running on a fleet.
- //
- // To get game session record(s), specify just one of the following: game session
- // ID, fleet ID, or alias ID. You can filter this request by game session status.
- // Use the pagination parameters to retrieve results as a set of sequential
- // pages. If successful, a GameSessionDetail object is returned for each session
- // matching the request.
- func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error) {
- req, out := c.DescribeGameSessionDetailsRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeGameSessions = "DescribeGameSessions"
- // DescribeGameSessionsRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeGameSessions operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeGameSessions method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeGameSessionsRequest method.
- // req, resp := client.DescribeGameSessionsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput) {
- op := &request.Operation{
- Name: opDescribeGameSessions,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeGameSessionsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeGameSessionsOutput{}
- req.Data = output
- return
- }
- // Retrieves properties for one or more game sessions. This action can be used
- // in several ways: (1) provide a GameSessionId to request properties for a
- // specific game session; (2) provide a FleetId or an AliasId to request properties
- // for all game sessions running on a fleet.
- //
- // To get game session record(s), specify just one of the following: game session
- // ID, fleet ID, or alias ID. You can filter this request by game session status.
- // Use the pagination parameters to retrieve results as a set of sequential
- // pages. If successful, a GameSession object is returned for each session matching
- // the request.
- func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error) {
- req, out := c.DescribeGameSessionsRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribePlayerSessions = "DescribePlayerSessions"
- // DescribePlayerSessionsRequest generates a "aws/request.Request" representing the
- // client's request for the DescribePlayerSessions operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribePlayerSessions method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribePlayerSessionsRequest method.
- // req, resp := client.DescribePlayerSessionsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput) {
- op := &request.Operation{
- Name: opDescribePlayerSessions,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribePlayerSessionsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribePlayerSessionsOutput{}
- req.Data = output
- return
- }
- // Retrieves properties for one or more player sessions. This action can be
- // used in several ways: (1) provide a PlayerSessionId parameter to request
- // properties for a specific player session; (2) provide a GameSessionId parameter
- // to request properties for all player sessions in the specified game session;
- // (3) provide a PlayerId parameter to request properties for all player sessions
- // of a specified player.
- //
- // To get game session record(s), specify only one of the following: a player
- // session ID, a game session ID, or a player ID. You can filter this request
- // by player session status. Use the pagination parameters to retrieve results
- // as a set of sequential pages. If successful, a PlayerSession object is returned
- // for each session matching the request.
- func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error) {
- req, out := c.DescribePlayerSessionsRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeRuntimeConfiguration = "DescribeRuntimeConfiguration"
- // DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeRuntimeConfiguration operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeRuntimeConfiguration method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeRuntimeConfigurationRequest method.
- // req, resp := client.DescribeRuntimeConfigurationRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput) {
- op := &request.Operation{
- Name: opDescribeRuntimeConfiguration,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeRuntimeConfigurationInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeRuntimeConfigurationOutput{}
- req.Data = output
- return
- }
- // Retrieves the current runtime configuration for the specified fleet. The
- // runtime configuration tells GameLift how to launch server processes on instances
- // in the fleet.
- func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error) {
- req, out := c.DescribeRuntimeConfigurationRequest(input)
- err := req.Send()
- return out, err
- }
- const opDescribeScalingPolicies = "DescribeScalingPolicies"
- // DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the
- // client's request for the DescribeScalingPolicies operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the DescribeScalingPolicies method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the DescribeScalingPoliciesRequest method.
- // req, resp := client.DescribeScalingPoliciesRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput) {
- op := &request.Operation{
- Name: opDescribeScalingPolicies,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &DescribeScalingPoliciesInput{}
- }
- req = c.newRequest(op, input, output)
- output = &DescribeScalingPoliciesOutput{}
- req.Data = output
- return
- }
- // 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.
- func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error) {
- req, out := c.DescribeScalingPoliciesRequest(input)
- err := req.Send()
- return out, err
- }
- const opGetGameSessionLogUrl = "GetGameSessionLogUrl"
- // GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the
- // client's request for the GetGameSessionLogUrl operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the GetGameSessionLogUrl method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the GetGameSessionLogUrlRequest method.
- // req, resp := client.GetGameSessionLogUrlRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput) {
- op := &request.Operation{
- Name: opGetGameSessionLogUrl,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &GetGameSessionLogUrlInput{}
- }
- req = c.newRequest(op, input, output)
- output = &GetGameSessionLogUrlOutput{}
- req.Data = output
- return
- }
- // Retrieves the location of stored game session logs for a specified game session.
- // When a game session is terminated, Amazon GameLift automatically stores the
- // logs in Amazon S3. Use this URL to download the logs.
- //
- // See the AWS Service Limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift)
- // page for maximum log file sizes. Log files that exceed this limit are not
- // saved.
- func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error) {
- req, out := c.GetGameSessionLogUrlRequest(input)
- err := req.Send()
- return out, err
- }
- const opListAliases = "ListAliases"
- // ListAliasesRequest generates a "aws/request.Request" representing the
- // client's request for the ListAliases operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the ListAliases method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the ListAliasesRequest method.
- // req, resp := client.ListAliasesRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput) {
- op := &request.Operation{
- Name: opListAliases,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &ListAliasesInput{}
- }
- req = c.newRequest(op, input, output)
- output = &ListAliasesOutput{}
- req.Data = output
- return
- }
- // Retrieves a collection of alias records for this AWS account. You can filter
- // the result set by alias name and/or routing strategy type. Use the pagination
- // parameters to retrieve results in sequential pages.
- //
- // Aliases are not listed in any particular order.
- func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error) {
- req, out := c.ListAliasesRequest(input)
- err := req.Send()
- return out, err
- }
- const opListBuilds = "ListBuilds"
- // ListBuildsRequest generates a "aws/request.Request" representing the
- // client's request for the ListBuilds operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the ListBuilds method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the ListBuildsRequest method.
- // req, resp := client.ListBuildsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput) {
- op := &request.Operation{
- Name: opListBuilds,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &ListBuildsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &ListBuildsOutput{}
- req.Data = output
- return
- }
- // Retrieves build records for all builds associated with the AWS account in
- // use. You can limit results to builds that are in a specific status by using
- // the Status parameter. Use the pagination parameters to retrieve results in
- // a set of sequential pages.
- //
- // Build records are not listed in any particular order.
- func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error) {
- req, out := c.ListBuildsRequest(input)
- err := req.Send()
- return out, err
- }
- const opListFleets = "ListFleets"
- // ListFleetsRequest generates a "aws/request.Request" representing the
- // client's request for the ListFleets operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the ListFleets method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the ListFleetsRequest method.
- // req, resp := client.ListFleetsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput) {
- op := &request.Operation{
- Name: opListFleets,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &ListFleetsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &ListFleetsOutput{}
- req.Data = output
- return
- }
- // Retrieves a collection of fleet records for this AWS account. You can filter
- // the result set by build ID. Use the pagination parameters to retrieve results
- // in sequential pages.
- //
- // Fleet records are not listed in any particular order.
- func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error) {
- req, out := c.ListFleetsRequest(input)
- err := req.Send()
- return out, err
- }
- const opPutScalingPolicy = "PutScalingPolicy"
- // PutScalingPolicyRequest generates a "aws/request.Request" representing the
- // client's request for the PutScalingPolicy operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the PutScalingPolicy method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the PutScalingPolicyRequest method.
- // req, resp := client.PutScalingPolicyRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput) {
- op := &request.Operation{
- Name: opPutScalingPolicy,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &PutScalingPolicyInput{}
- }
- req = c.newRequest(op, input, output)
- output = &PutScalingPolicyOutput{}
- req.Data = output
- return
- }
- // Creates or updates a scaling policy for a fleet. An active scaling policy
- // prompts Amazon GameLift to track a certain metric for a fleet and automatically
- // change the fleet's capacity in specific circumstances. Each scaling policy
- // contains one rule statement. Fleets can have multiple scaling policies in
- // force simultaneously.
- //
- // A scaling policy rule statement has the following structure:
- //
- // If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods]
- // minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].
- //
- // For example, this policy: "If the number of idle instances exceeds 20 for
- // more than 15 minutes, then reduce the fleet capacity by 10 instances" could
- // be implemented as the following rule statement:
- //
- // If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes,
- // then [ChangeInCapacity] by [-10].
- //
- // To create or update a scaling policy, specify a unique combination of name
- // and fleet ID, and set the rule values. All parameters for this action are
- // required. If successful, the policy name is returned. Scaling policies cannot
- // be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy.
- func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error) {
- req, out := c.PutScalingPolicyRequest(input)
- err := req.Send()
- return out, err
- }
- const opRequestUploadCredentials = "RequestUploadCredentials"
- // RequestUploadCredentialsRequest generates a "aws/request.Request" representing the
- // client's request for the RequestUploadCredentials operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the RequestUploadCredentials method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the RequestUploadCredentialsRequest method.
- // req, resp := client.RequestUploadCredentialsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput) {
- op := &request.Operation{
- Name: opRequestUploadCredentials,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &RequestUploadCredentialsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &RequestUploadCredentialsOutput{}
- req.Data = output
- return
- }
- // Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage
- // location for a specific build. Valid credentials are required to upload your
- // game build files to Amazon S3.
- //
- // Call this action only if you need credentials for a build created with
- // CreateBuild. This is a rare situation; in most cases, builds are created
- // using the CLI command upload-build, which creates a build record and also
- // uploads build files.
- //
- // Upload credentials are returned when you create the build, but they have
- // a limited lifespan. You can get fresh credentials and use them to re-upload
- // game files until the status of that build changes to READY. Once this happens,
- // you must create a brand new build.
- func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error) {
- req, out := c.RequestUploadCredentialsRequest(input)
- err := req.Send()
- return out, err
- }
- const opResolveAlias = "ResolveAlias"
- // ResolveAliasRequest generates a "aws/request.Request" representing the
- // client's request for the ResolveAlias operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the ResolveAlias method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the ResolveAliasRequest method.
- // req, resp := client.ResolveAliasRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput) {
- op := &request.Operation{
- Name: opResolveAlias,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &ResolveAliasInput{}
- }
- req = c.newRequest(op, input, output)
- output = &ResolveAliasOutput{}
- req.Data = output
- return
- }
- // Retrieves the fleet ID that a specified alias is currently pointing to.
- func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error) {
- req, out := c.ResolveAliasRequest(input)
- err := req.Send()
- return out, err
- }
- const opSearchGameSessions = "SearchGameSessions"
- // SearchGameSessionsRequest generates a "aws/request.Request" representing the
- // client's request for the SearchGameSessions operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the SearchGameSessions method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the SearchGameSessionsRequest method.
- // req, resp := client.SearchGameSessionsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput) {
- op := &request.Operation{
- Name: opSearchGameSessions,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &SearchGameSessionsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &SearchGameSessionsOutput{}
- req.Data = output
- return
- }
- // Retrieves a list of game sessions in a fleet that match a set of search criteria
- // and sorts them in a specified order. Currently game session searches are
- // limited to a single fleet. Search results include only game sessions that
- // are in ACTIVE status.
- //
- // You can search or sort by the following game session attributes:
- //
- // gameSessionId -- ID value assigned to a game session. This unique value
- // is returned in a GameSession object when a new game session is created.
- // gameSessionName -- Name assigned to a game session. This value is set when
- // requesting a new game session with CreateGameSession or updating with UpdateGameSession.
- // Game session names do not need to be unique to a game session. creationTimeMillis
- // -- Value indicating when a game session was created. It is expressed in Unix
- // time as milliseconds. playerSessionCount -- Number of players currently
- // connected to a game session. This value changes rapidly as players join the
- // session or drop out. maximumSessions -- Maximum number of player sessions
- // allowed for a game session. This value is set when requesting a new game
- // session with CreateGameSession or updating with UpdateGameSession. hasAvailablePlayerSessions
- // -- Boolean value indicating whether or not a game session has reached its
- // maximum number of players. When searching with this attribute, the search
- // value must be true or false. It is highly recommended that all search requests
- // include this filter attribute to optimize search performance and return only
- // sessions that players can join. To search or sort, specify either a fleet
- // ID or an alias ID, and provide a search filter expression, a sort expression,
- // or both. Use the pagination parameters to retrieve results as a set of sequential
- // pages. If successful, a collection of GameSession objects matching the request
- // is returned.
- //
- // Returned values for playerSessionCount and hasAvailablePlayerSessions change
- // quickly as players join sessions and others drop out. Results should be considered
- // a snapshot in time. Be sure to refresh search results often, and handle sessions
- // that fill up before a player can join.
- func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error) {
- req, out := c.SearchGameSessionsRequest(input)
- err := req.Send()
- return out, err
- }
- const opUpdateAlias = "UpdateAlias"
- // UpdateAliasRequest generates a "aws/request.Request" representing the
- // client's request for the UpdateAlias operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the UpdateAlias method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the UpdateAliasRequest method.
- // req, resp := client.UpdateAliasRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput) {
- op := &request.Operation{
- Name: opUpdateAlias,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &UpdateAliasInput{}
- }
- req = c.newRequest(op, input, output)
- output = &UpdateAliasOutput{}
- req.Data = output
- return
- }
- // 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.
- func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error) {
- req, out := c.UpdateAliasRequest(input)
- err := req.Send()
- return out, err
- }
- const opUpdateBuild = "UpdateBuild"
- // UpdateBuildRequest generates a "aws/request.Request" representing the
- // client's request for the UpdateBuild operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the UpdateBuild method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the UpdateBuildRequest method.
- // req, resp := client.UpdateBuildRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput) {
- op := &request.Operation{
- Name: opUpdateBuild,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &UpdateBuildInput{}
- }
- req = c.newRequest(op, input, output)
- output = &UpdateBuildOutput{}
- req.Data = output
- return
- }
- // Updates metadata in a build record, including the build name and version.
- // To update the metadata, specify the build ID to update and provide the new
- // values. If successful, a build object containing the updated metadata is
- // returned.
- func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error) {
- req, out := c.UpdateBuildRequest(input)
- err := req.Send()
- return out, err
- }
- const opUpdateFleetAttributes = "UpdateFleetAttributes"
- // UpdateFleetAttributesRequest generates a "aws/request.Request" representing the
- // client's request for the UpdateFleetAttributes operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the UpdateFleetAttributes method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the UpdateFleetAttributesRequest method.
- // req, resp := client.UpdateFleetAttributesRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput) {
- op := &request.Operation{
- Name: opUpdateFleetAttributes,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &UpdateFleetAttributesInput{}
- }
- req = c.newRequest(op, input, output)
- output = &UpdateFleetAttributesOutput{}
- req.Data = output
- return
- }
- // Updates fleet properties, including name and description, for a fleet. To
- // update metadata, specify the fleet ID and the property values you want to
- // change. If successful, the fleet ID for the updated fleet is returned.
- func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error) {
- req, out := c.UpdateFleetAttributesRequest(input)
- err := req.Send()
- return out, err
- }
- const opUpdateFleetCapacity = "UpdateFleetCapacity"
- // UpdateFleetCapacityRequest generates a "aws/request.Request" representing the
- // client's request for the UpdateFleetCapacity operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the UpdateFleetCapacity method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the UpdateFleetCapacityRequest method.
- // req, resp := client.UpdateFleetCapacityRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput) {
- op := &request.Operation{
- Name: opUpdateFleetCapacity,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &UpdateFleetCapacityInput{}
- }
- req = c.newRequest(op, input, output)
- output = &UpdateFleetCapacityOutput{}
- req.Data = output
- return
- }
- // Updates capacity settings for a fleet. Use this action to specify the number
- // of EC2 instances (hosts) that you want this fleet to contain. Before calling
- // this action, you may want to call DescribeEC2InstanceLimits to get the maximum
- // capacity based on the fleet's EC2 instance type.
- //
- // If you're using autoscaling (see PutScalingPolicy), you may want to specify
- // a minimum and/or maximum capacity. If you don't provide these, autoscaling
- // can set capacity anywhere between zero and the service limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift).
- //
- // To update fleet capacity, specify the fleet ID and the number of instances
- // you want the fleet to host. If successful, Amazon GameLift starts or terminates
- // instances so that the fleet's active instance count matches the desired instance
- // count. You can view a fleet's current capacity information by calling DescribeFleetCapacity.
- // If the desired instance count is higher than the instance type's limit, the
- // "Limit Exceeded" exception occurs.
- func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error) {
- req, out := c.UpdateFleetCapacityRequest(input)
- err := req.Send()
- return out, err
- }
- const opUpdateFleetPortSettings = "UpdateFleetPortSettings"
- // UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the
- // client's request for the UpdateFleetPortSettings operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the UpdateFleetPortSettings method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the UpdateFleetPortSettingsRequest method.
- // req, resp := client.UpdateFleetPortSettingsRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput) {
- op := &request.Operation{
- Name: opUpdateFleetPortSettings,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &UpdateFleetPortSettingsInput{}
- }
- req = c.newRequest(op, input, output)
- output = &UpdateFleetPortSettingsOutput{}
- req.Data = output
- return
- }
- // Updates port settings for a fleet. To update settings, specify the fleet
- // ID to be updated and list the permissions you want to update. List the permissions
- // you want to add in InboundPermissionAuthorizations, and permissions you want
- // to remove in InboundPermissionRevocations. Permissions to be removed must
- // match existing fleet permissions. If successful, the fleet ID for the updated
- // fleet is returned.
- func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error) {
- req, out := c.UpdateFleetPortSettingsRequest(input)
- err := req.Send()
- return out, err
- }
- const opUpdateGameSession = "UpdateGameSession"
- // UpdateGameSessionRequest generates a "aws/request.Request" representing the
- // client's request for the UpdateGameSession operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the UpdateGameSession method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the UpdateGameSessionRequest method.
- // req, resp := client.UpdateGameSessionRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput) {
- op := &request.Operation{
- Name: opUpdateGameSession,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &UpdateGameSessionInput{}
- }
- req = c.newRequest(op, input, output)
- output = &UpdateGameSessionOutput{}
- req.Data = output
- return
- }
- // Updates game session properties. This includes the session name, maximum
- // player count, protection policy, which controls whether or not an active
- // game session can be terminated during a scale-down event, and the player
- // session creation policy, which controls whether or not new players can join
- // the session. To update a game session, specify the game session ID and the
- // values you want to change. If successful, an updated GameSession object is
- // returned.
- func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error) {
- req, out := c.UpdateGameSessionRequest(input)
- err := req.Send()
- return out, err
- }
- const opUpdateRuntimeConfiguration = "UpdateRuntimeConfiguration"
- // UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the
- // client's request for the UpdateRuntimeConfiguration operation. The "output" return
- // value can be used to capture response data after the request's "Send" method
- // is called.
- //
- // Creating a request object using this method should be used when you want to inject
- // custom logic into the request's lifecycle using a custom handler, or if you want to
- // access properties on the request object before or after sending the request. If
- // you just want the service response, call the UpdateRuntimeConfiguration method directly
- // instead.
- //
- // Note: You must call the "Send" method on the returned request object in order
- // to execute the request.
- //
- // // Example sending a request using the UpdateRuntimeConfigurationRequest method.
- // req, resp := client.UpdateRuntimeConfigurationRequest(params)
- //
- // err := req.Send()
- // if err == nil { // resp is now filled
- // fmt.Println(resp)
- // }
- //
- func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput) {
- op := &request.Operation{
- Name: opUpdateRuntimeConfiguration,
- HTTPMethod: "POST",
- HTTPPath: "/",
- }
- if input == nil {
- input = &UpdateRuntimeConfigurationInput{}
- }
- req = c.newRequest(op, input, output)
- output = &UpdateRuntimeConfigurationOutput{}
- req.Data = output
- return
- }
- // Updates the current runtime configuration for the specified fleet, which
- // tells GameLift how to launch server processes on instances in the fleet.
- // You can update a fleet's runtime configuration at any time after the fleet
- // is created; it does not need to be in an ACTIVE status.
- //
- // To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration
- // object with the updated collection of server process configurations.
- //
- // Each instance in a GameLift fleet checks regularly for an updated runtime
- // configuration and changes how it launches server processes to comply with
- // the latest version. Existing server processes are not affected by the update;
- // they continue to run until they end, while GameLift simply adds new server
- // processes to fit the current runtime configuration. As a result, the runtime
- // configuration changes are applied gradually as existing processes shut down
- // and new processes are launched in GameLift's normal process recycling activity.
- func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error) {
- req, out := c.UpdateRuntimeConfigurationRequest(input)
- err := req.Send()
- return out, err
- }
- // Properties describing a fleet alias.
- type Alias struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet alias.
- AliasId *string `type:"string"`
- // Time stamp indicating when this data object was created. Format is a number
- // expressed in Unix time as milliseconds (ex: "1469498468.057".
- CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- // Human-readable description of an alias.
- Description *string `type:"string"`
- // Time stamp indicating when this data object was last modified. Format is
- // a number expressed in Unix time as milliseconds (ex: "1469498468.057".
- LastUpdatedTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- // Descriptive label associated with an alias. Alias names do not need to be
- // unique.
- Name *string `type:"string"`
- // Routing configuration for a fleet alias.
- RoutingStrategy *RoutingStrategy `type:"structure"`
- }
- // String returns the string representation
- func (s Alias) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s Alias) GoString() string {
- return s.String()
- }
- // AWS access credentials required to upload game build files to Amazon GameLift.
- // These credentials are generated with CreateBuild, and are valid for a limited
- // time. If they expire before you upload your game build, get a new set by
- // calling RequestUploadCredentials.
- type AwsCredentials struct {
- _ struct{} `type:"structure"`
- // Access key for an AWS account.
- AccessKeyId *string `min:"1" type:"string"`
- // Secret key for an AWS account.
- SecretAccessKey *string `min:"1" type:"string"`
- // Token specific to a build ID.
- SessionToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s AwsCredentials) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s AwsCredentials) GoString() string {
- return s.String()
- }
- // Properties describing a game build.
- type Build struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a build.
- BuildId *string `type:"string"`
- // Time stamp indicating when this data object was created. Format is a number
- // expressed in Unix time as milliseconds (ex: "1469498468.057".
- CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- // Descriptive label associated with a build. Build names do not need to be
- // unique. It can be set using CreateBuild or UpdateBuild.
- Name *string `type:"string"`
- // File size of the uploaded game build, expressed in bytes. When the build
- // 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 associated with this build. Version strings do not need to be unique
- // to a build. This value can be set using CreateBuild or UpdateBuild.
- Version *string `type:"string"`
- }
- // String returns the string representation
- func (s Build) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s Build) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type CreateAliasInput struct {
- _ struct{} `type:"structure"`
- // Human-readable description of an alias.
- Description *string `min:"1" type:"string"`
- // Descriptive label associated with an alias. Alias names do not need to be
- // unique.
- Name *string `min:"1" type:"string" required:"true"`
- // Object specifying the fleet and routing type to use for the alias.
- RoutingStrategy *RoutingStrategy `type:"structure" required:"true"`
- }
- // String returns the string representation
- func (s CreateAliasInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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 invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type CreateAliasOutput struct {
- _ struct{} `type:"structure"`
- // Object containing the newly created alias record.
- Alias *Alias `type:"structure"`
- }
- // String returns the string representation
- func (s CreateAliasOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s CreateAliasOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type CreateBuildInput struct {
- _ struct{} `type:"structure"`
- // Descriptive label associated with a build. Build names do not need to be
- // unique. A build name can be changed later using UpdateBuild.
- Name *string `min:"1" type:"string"`
- // Location in Amazon Simple Storage Service (Amazon S3) where a build's files
- // are stored. This location is assigned in response to a CreateBuild call,
- // and is always in the same region as the service used to create the build.
- // For more details see the Amazon S3 documentation (http://aws.amazon.com/documentation/s3/).
- StorageLocation *S3Location `type:"structure"`
- // Version associated with this build. Version strings do not need to be unique
- // to a build. A build version can be changed later using UpdateBuild.
- Version *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s CreateBuildInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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 invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type CreateBuildOutput struct {
- _ struct{} `type:"structure"`
- // Set of properties for the newly created build.
- Build *Build `type:"structure"`
- // Amazon S3 path and key, identifying where the game build files are stored.
- StorageLocation *S3Location `type:"structure"`
- // AWS credentials required when uploading a game build to the storage location.
- // These credentials have a limited lifespan and are valid only for the build
- // they were issued for. If you need to get fresh credentials, call RequestUploadCredentials.
- UploadCredentials *AwsCredentials `type:"structure"`
- }
- // String returns the string representation
- func (s CreateBuildOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s CreateBuildOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type CreateFleetInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier of the build to be deployed on the new fleet. The build
- // must have been successfully uploaded to GameLift and be in a READY status.
- // This fleet setting cannot be changed once the fleet is created.
- BuildId *string `type:"string" required:"true"`
- // Human-readable description of a fleet.
- Description *string `min:"1" type:"string"`
- // Range of IP addresses and port settings that permit inbound traffic to access
- // server processes running on the fleet. If no inbound permissions are set,
- // including both IP address range and port range, the server processes in the
- // fleet cannot accept connections. You can specify one or more sets of permissions
- // for a fleet.
- EC2InboundPermissions []*IpPermission `type:"list"`
- // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
- // instance type determines the computing resources of each instance in the
- // fleet, including CPU, memory, storage, and networking capacity. GameLift
- // supports the following EC2 instance types. See Amazon EC2 Instance Types
- // (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions.
- EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"`
- // Location of default log files. When a server process is shut down, Amazon
- // GameLift captures and stores any log files in this location. These logs are
- // in addition to game session logs; see more on game session logs in the Amazon
- // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code).
- // If no default log path for a fleet is specified, GameLift will automatically
- // upload logs stored on each instance at C:\game\logs. Use the GameLift console
- // to access stored logs.
- LogPaths []*string `type:"list"`
- // Descriptive label associated with a fleet. Fleet names do not need to be
- // unique.
- Name *string `min:"1" type:"string" required:"true"`
- // Game session protection policy to apply to all instances in this fleet. If
- // this parameter is not set, instances in this fleet default to no protection.
- // You can change a fleet's protection policy using UpdateFleetAttributes, but
- // this change will only affect sessions created after the policy change. You
- // can also set protection for individual instances using UpdateGameSession.
- //
- // NoProtection – The game session can be terminated during a scale-down event.
- // FullProtection – If the game session is in an ACTIVE status, it cannot be
- // terminated during a scale-down event.
- NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
- // Instructions for launching server processes on each instance in the fleet.
- // The runtime configuration for a fleet has a collection of server process
- // configurations, one for each type of server process to run on an instance.
- // A server process configuration specifies the location of the server executable,
- // launch parameters, and the number of concurrent processes with that configuration
- // to maintain on each instance. A CreateFleet request must include a runtime
- // configuration with at least one server process configuration; otherwise the
- // request will fail with an invalid request exception. (This parameter replaces
- // the parameters ServerLaunchPath and ServerLaunchParameters; requests that
- // contain values for these parameters instead of a runtime configuration will
- // continue to work.)
- RuntimeConfiguration *RuntimeConfiguration `type:"structure"`
- // This parameter is no longer used. Instead, specify server launch parameters
- // in the RuntimeConfiguration parameter. (Requests that specify a server launch
- // path and launch parameters instead of a runtime configuration will continue
- // to work.)
- ServerLaunchParameters *string `min:"1" type:"string"`
- // This parameter is no longer used. Instead, specify a server launch path using
- // the RuntimeConfiguration parameter. (Requests that specify a server launch
- // path and launch parameters instead of a runtime configuration will continue
- // to work.)
- ServerLaunchPath *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s CreateFleetInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.BuildId == nil {
- invalidParams.Add(request.NewErrParamRequired("BuildId"))
- }
- 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.Name == nil {
- invalidParams.Add(request.NewErrParamRequired("Name"))
- }
- if s.Name != nil && len(*s.Name) < 1 {
- invalidParams.Add(request.NewErrParamMinLen("Name", 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.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.RuntimeConfiguration != nil {
- if err := s.RuntimeConfiguration.Validate(); err != nil {
- invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams))
- }
- }
- if invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type CreateFleetOutput struct {
- _ struct{} `type:"structure"`
- // Properties for the newly created fleet.
- FleetAttributes *FleetAttributes `type:"structure"`
- }
- // String returns the string representation
- func (s CreateFleetOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s CreateFleetOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type CreateGameSessionInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet alias. Each request must reference either a
- // fleet ID or alias ID, but not both.
- AliasId *string `type:"string"`
- // Unique identifier for a fleet. Each request must reference either a fleet
- // ID or alias ID, but not both.
- FleetId *string `type:"string"`
- // Set of properties used to administer a game session. These properties are
- // passed to the server process hosting it.
- GameProperties []*GameProperty `type:"list"`
- // Maximum number of players that can be connected simultaneously to the game
- // session.
- MaximumPlayerSessionCount *int64 `type:"integer" required:"true"`
- // Descriptive label associated with a game session. Session names do not need
- // to be unique.
- Name *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s CreateGameSessionInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.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
- }
- // Represents the returned data in response to a request action.
- type CreateGameSessionOutput struct {
- _ struct{} `type:"structure"`
- // Object containing the newly created game session record.
- GameSession *GameSession `type:"structure"`
- }
- // String returns the string representation
- func (s CreateGameSessionOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s CreateGameSessionOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type CreatePlayerSessionInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a game session. Specify the game session you want to
- // add a player to.
- GameSessionId *string `type:"string" required:"true"`
- // Unique identifier for the player to be added.
- PlayerId *string `min:"1" type:"string" required:"true"`
- }
- // String returns the string representation
- func (s CreatePlayerSessionInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.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
- }
- // Represents the returned data in response to a request action.
- type CreatePlayerSessionOutput struct {
- _ struct{} `type:"structure"`
- // Object containing the newly created player session record.
- PlayerSession *PlayerSession `type:"structure"`
- }
- // String returns the string representation
- func (s CreatePlayerSessionOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s CreatePlayerSessionOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type CreatePlayerSessionsInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a game session.
- GameSessionId *string `type:"string" required:"true"`
- // List of unique identifiers for the players to be added.
- PlayerIds []*string `min:"1" type:"list" required:"true"`
- }
- // String returns the string representation
- func (s CreatePlayerSessionsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.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
- }
- // Represents the returned data in response to a request action.
- type CreatePlayerSessionsOutput struct {
- _ struct{} `type:"structure"`
- // Collection of player session objects created for the added players.
- PlayerSessions []*PlayerSession `type:"list"`
- }
- // String returns the string representation
- func (s CreatePlayerSessionsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s CreatePlayerSessionsOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DeleteAliasInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet alias. Specify the alias you want to delete.
- AliasId *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s DeleteAliasInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- type DeleteAliasOutput struct {
- _ struct{} `type:"structure"`
- }
- // String returns the string representation
- func (s DeleteAliasOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DeleteAliasOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DeleteBuildInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the build you want to delete.
- BuildId *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s DeleteBuildInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- type DeleteBuildOutput struct {
- _ struct{} `type:"structure"`
- }
- // String returns the string representation
- func (s DeleteBuildOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DeleteBuildOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DeleteFleetInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the fleet you want to delete.
- FleetId *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s DeleteFleetInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- type DeleteFleetOutput struct {
- _ struct{} `type:"structure"`
- }
- // String returns the string representation
- func (s DeleteFleetOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DeleteFleetOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DeleteScalingPolicyInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet.
- FleetId *string `type:"string" required:"true"`
- // Descriptive label associated with a scaling policy. Policy names do not need
- // to be unique.
- Name *string `min:"1" type:"string" required:"true"`
- }
- // String returns the string representation
- func (s DeleteScalingPolicyInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- type DeleteScalingPolicyOutput struct {
- _ struct{} `type:"structure"`
- }
- // String returns the string representation
- func (s DeleteScalingPolicyOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DeleteScalingPolicyOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeAliasInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet alias. Specify the alias you want to retrieve.
- AliasId *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s DescribeAliasInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type DescribeAliasOutput struct {
- _ struct{} `type:"structure"`
- // Object containing the requested alias.
- Alias *Alias `type:"structure"`
- }
- // String returns the string representation
- func (s DescribeAliasOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeAliasOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeBuildInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier of the build that you want to retrieve properties for.
- BuildId *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s DescribeBuildInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type DescribeBuildOutput struct {
- _ struct{} `type:"structure"`
- // Set of properties describing the requested build.
- Build *Build `type:"structure"`
- }
- // String returns the string representation
- func (s DescribeBuildOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeBuildOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeEC2InstanceLimitsInput struct {
- _ struct{} `type:"structure"`
- // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
- // instance type determines the computing resources of each instance in the
- // fleet, including CPU, memory, storage, and networking capacity. GameLift
- // supports the following EC2 instance types. See Amazon EC2 Instance Types
- // (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave
- // this parameter blank to retrieve limits for all types.
- EC2InstanceType *string `type:"string" enum:"EC2InstanceType"`
- }
- // String returns the string representation
- func (s DescribeEC2InstanceLimitsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeEC2InstanceLimitsInput) GoString() string {
- return s.String()
- }
- // Represents the returned data in response to a request action.
- type DescribeEC2InstanceLimitsOutput struct {
- _ struct{} `type:"structure"`
- // Object containing the maximum number of instances for the specified instance
- // type.
- EC2InstanceLimits []*EC2InstanceLimit `type:"list"`
- }
- // String returns the string representation
- func (s DescribeEC2InstanceLimitsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeEC2InstanceLimitsOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeFleetAttributesInput struct {
- _ struct{} `type:"structure"`
- // Unique identifiers for the fleet(s) that you want to retrieve attributes
- // for. To request attributes for all fleets, leave this parameter empty.
- FleetIds []*string `min:"1" type:"list"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages. This parameter is ignored when
- // the request specifies one or a list of fleet IDs.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value. This parameter is ignored
- // when the request specifies one or a list of fleet IDs.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeFleetAttributesInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type DescribeFleetAttributesOutput struct {
- _ struct{} `type:"structure"`
- // Collection of objects containing attribute metadata for each requested fleet
- // ID.
- FleetAttributes []*FleetAttributes `type:"list"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeFleetAttributesOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeFleetAttributesOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeFleetCapacityInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the fleet(s) you want to retrieve capacity information
- // for. To request capacity information for all fleets, leave this parameter
- // empty.
- FleetIds []*string `min:"1" type:"list"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages. This parameter is ignored when
- // the request specifies one or a list of fleet IDs.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value. This parameter is ignored
- // when the request specifies one or a list of fleet IDs.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeFleetCapacityInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type DescribeFleetCapacityOutput struct {
- _ struct{} `type:"structure"`
- // Collection of objects containing capacity information for each requested
- // fleet ID. Leave this parameter empty to retrieve capacity information for
- // all fleets.
- FleetCapacity []*FleetCapacity `type:"list"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeFleetCapacityOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeFleetCapacityOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeFleetEventsInput struct {
- _ struct{} `type:"structure"`
- // Most recent date to retrieve event logs for. If no end time is specified,
- // this call returns entries from the specified start time up to the present.
- // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057".
- EndTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- // Unique identifier for the fleet to get event logs for.
- FleetId *string `type:"string" required:"true"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value.
- NextToken *string `min:"1" type:"string"`
- // Earliest date to retrieve event logs for. If no start time is specified,
- // this call returns entries starting from when the fleet was created to the
- // specified end time. Format is a number expressed in Unix time as milliseconds
- // (ex: "1469498468.057".
- StartTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- }
- // String returns the string representation
- func (s DescribeFleetEventsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type DescribeFleetEventsOutput struct {
- _ struct{} `type:"structure"`
- // Collection of objects containing event log entries for the specified fleet.
- Events []*Event `type:"list"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeFleetEventsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeFleetEventsOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeFleetPortSettingsInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the fleet you want to retrieve port settings for.
- FleetId *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s DescribeFleetPortSettingsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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 invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type DescribeFleetPortSettingsOutput struct {
- _ struct{} `type:"structure"`
- // Object containing port settings for the requested fleet ID.
- InboundPermissions []*IpPermission `type:"list"`
- }
- // String returns the string representation
- func (s DescribeFleetPortSettingsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeFleetPortSettingsOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeFleetUtilizationInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the fleet(s) you want to retrieve utilization data
- // for. To request utilization data for all fleets, leave this parameter empty.
- FleetIds []*string `min:"1" type:"list"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages. This parameter is ignored when
- // the request specifies one or a list of fleet IDs.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value. This parameter is ignored
- // when the request specifies one or a list of fleet IDs.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeFleetUtilizationInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type DescribeFleetUtilizationOutput struct {
- _ struct{} `type:"structure"`
- // Collection of objects containing utilization information for each requested
- // fleet ID.
- FleetUtilization []*FleetUtilization `type:"list"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeFleetUtilizationOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeFleetUtilizationOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeGameSessionDetailsInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet alias. Specify an alias to retrieve information
- // on all game sessions active on the fleet.
- AliasId *string `type:"string"`
- // Unique identifier for a fleet. Specify a fleet to retrieve information on
- // all game sessions active on the fleet.
- FleetId *string `type:"string"`
- // Unique identifier for a game session. Specify the game session to retrieve
- // information on.
- GameSessionId *string `type:"string"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value.
- NextToken *string `min:"1" type:"string"`
- // Game session status to filter results on. Possible game session statuses
- // include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are
- // transitory).
- StatusFilter *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeGameSessionDetailsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.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.StatusFilter != nil && len(*s.StatusFilter) < 1 {
- invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1))
- }
- if invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type DescribeGameSessionDetailsOutput struct {
- _ struct{} `type:"structure"`
- // Collection of objects containing game session properties and the protection
- // policy currently in force for each session matching the request.
- GameSessionDetails []*GameSessionDetail `type:"list"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeGameSessionDetailsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeGameSessionDetailsOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeGameSessionsInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet alias. Specify an alias to retrieve information
- // on all game sessions active on the fleet.
- AliasId *string `type:"string"`
- // Unique identifier for a fleet. Specify a fleet to retrieve information on
- // all game sessions active on the fleet.
- FleetId *string `type:"string"`
- // Unique identifier for a game session. Specify the game session to retrieve
- // information on.
- GameSessionId *string `type:"string"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value.
- NextToken *string `min:"1" type:"string"`
- // Game session status to filter results on. Possible game session statuses
- // include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are
- // transitory).
- StatusFilter *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeGameSessionsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.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.StatusFilter != nil && len(*s.StatusFilter) < 1 {
- invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1))
- }
- if invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type DescribeGameSessionsOutput struct {
- _ struct{} `type:"structure"`
- // Collection of objects containing game session properties for each session
- // matching the request.
- GameSessions []*GameSession `type:"list"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribeGameSessionsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeGameSessionsOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribePlayerSessionsInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a game session.
- GameSessionId *string `type:"string"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages. If a player session ID is specified,
- // this parameter is ignored.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value. If a player session ID is
- // specified, this parameter is ignored.
- NextToken *string `min:"1" type:"string"`
- // Unique identifier for a player.
- PlayerId *string `min:"1" type:"string"`
- // Unique identifier for a player session.
- PlayerSessionId *string `type:"string"`
- // Player session status to filter results on.
- //
- // Possible player session statuses include the following:
- //
- // RESERVED – The player session request has been received, but the player
- // has not yet connected to the server process and/or been validated. ACTIVE
- // – The player has been validated by the server process and is currently connected.COMPLETED
- // – The player connection has been dropped.TIMEDOUT – A player session request
- // was received, but the player did not connect and/or was not validated within
- // the time-out limit (60 seconds).
- PlayerSessionStatusFilter *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s DescribePlayerSessionsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.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
- }
- // Represents the returned data in response to a request action.
- type DescribePlayerSessionsOutput struct {
- _ struct{} `type:"structure"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- // Collection of objects containing properties for each player session that
- // matches the request.
- PlayerSessions []*PlayerSession `type:"list"`
- }
- // String returns the string representation
- func (s DescribePlayerSessionsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribePlayerSessionsOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeRuntimeConfigurationInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier of the fleet to get the runtime configuration for.
- FleetId *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s DescribeRuntimeConfigurationInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type DescribeRuntimeConfigurationOutput struct {
- _ struct{} `type:"structure"`
- // Instructions describing how server processes should be launched and maintained
- // on each instance in the fleet.
- RuntimeConfiguration *RuntimeConfiguration `type:"structure"`
- }
- // String returns the string representation
- func (s DescribeRuntimeConfigurationOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeRuntimeConfigurationOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type DescribeScalingPoliciesInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet. Specify the fleet to retrieve scaling policies
- // for.
- FleetId *string `type:"string" required:"true"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value.
- NextToken *string `min:"1" type:"string"`
- // 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
- func (s DescribeScalingPoliciesInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.NextToken != nil && len(*s.NextToken) < 1 {
- invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
- }
- if invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type DescribeScalingPoliciesOutput struct {
- _ struct{} `type:"structure"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- // Collection of objects containing the scaling policies matching the request.
- ScalingPolicies []*ScalingPolicy `type:"list"`
- }
- // String returns the string representation
- func (s DescribeScalingPoliciesOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s DescribeScalingPoliciesOutput) GoString() string {
- return s.String()
- }
- // Current status of fleet capacity. The number of active instances should match
- // or be in the process of matching the number of desired instances. Pending
- // and terminating counts are non-zero only if fleet capacity is adjusting to
- // an UpdateFleetCapacity request, or if access to resources is temporarily
- // affected.
- type EC2InstanceCounts struct {
- _ struct{} `type:"structure"`
- // Actual number of active instances in the fleet.
- ACTIVE *int64 `type:"integer"`
- // Ideal number of active instances in the fleet.
- DESIRED *int64 `type:"integer"`
- // Number of active instances in the fleet that are not currently hosting a
- // game session.
- IDLE *int64 `type:"integer"`
- // Maximum value allowed for the fleet's instance count.
- MAXIMUM *int64 `type:"integer"`
- // Minimum value allowed for the fleet's instance count.
- MINIMUM *int64 `type:"integer"`
- // Number of instances in the fleet that are starting but not yet active.
- PENDING *int64 `type:"integer"`
- // Number of instances in the fleet that are no longer active but haven't yet
- // been terminated.
- TERMINATING *int64 `type:"integer"`
- }
- // String returns the string representation
- func (s EC2InstanceCounts) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s EC2InstanceCounts) GoString() string {
- return s.String()
- }
- // Maximum number of instances allowed based on the Amazon Elastic Compute Cloud
- // (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.
- type EC2InstanceLimit struct {
- _ struct{} `type:"structure"`
- // Number of instances of the specified type that are currently in use by this
- // AWS account.
- CurrentInstances *int64 `type:"integer"`
- // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
- // instance type determines the computing resources of each instance in the
- // fleet, including CPU, memory, storage, and networking capacity. GameLift
- // supports the following EC2 instance types. See Amazon EC2 Instance Types
- // (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions.
- EC2InstanceType *string `type:"string" enum:"EC2InstanceType"`
- // Number of instances allowed.
- InstanceLimit *int64 `type:"integer"`
- }
- // String returns the string representation
- func (s EC2InstanceLimit) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s EC2InstanceLimit) GoString() string {
- return s.String()
- }
- // Log entry describing an event involving an Amazon GameLift resource (such
- // as a fleet).
- type Event struct {
- _ struct{} `type:"structure"`
- // Type of event being logged.
- EventCode *string `type:"string" enum:"EventCode"`
- // Unique identifier for a fleet event.
- EventId *string `min:"1" type:"string"`
- // Time stamp indicating when this event occurred. Format is a number expressed
- // in Unix time as milliseconds (ex: "1469498468.057".
- EventTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- // Additional information related to the event.
- Message *string `min:"1" type:"string"`
- // Unique identifier for the resource, such as a fleet ID.
- ResourceId *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s Event) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s Event) GoString() string {
- return s.String()
- }
- // General properties describing a fleet.
- type FleetAttributes struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a build.
- BuildId *string `type:"string"`
- // Time stamp indicating when this data object was created. Format is a number
- // expressed in Unix time as milliseconds (ex: "1469498468.057".
- CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- // Human-readable description of the fleet.
- Description *string `min:"1" type:"string"`
- // Unique identifier for a fleet.
- FleetId *string `type:"string"`
- // Location of default log files. When a server process is shut down, Amazon
- // GameLift captures and stores any log files in this location. These logs are
- // in addition to game session logs; see more on game session logs in the Amazon
- // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code).
- // If no default log path for a fleet is specified, GameLift will automatically
- // upload logs stored on each instance at C:\game\logs. Use the GameLift console
- // to access stored logs.
- LogPaths []*string `type:"list"`
- // Descriptive label associated with a fleet. Fleet names do not need to be
- // unique.
- Name *string `min:"1" type:"string"`
- // Type of game session protection to set for all new instances started in the
- // fleet.
- //
- // NoProtection – The game session can be terminated during a scale-down event.
- // FullProtection – If the game session is in an ACTIVE status, it cannot be
- // terminated during a scale-down event.
- NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
- // Deprecated. Server launch parameters are now specified using a RuntimeConfiguration
- // object.
- ServerLaunchParameters *string `min:"1" type:"string"`
- // Deprecated. Server launch parameters are now set using a RuntimeConfiguration
- // object.
- ServerLaunchPath *string `min:"1" type:"string"`
- // Current status of the fleet.
- //
- // Possible fleet 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 and starting server processes.ACTIVE – Hosts can now accept game sessions.ERROR
- // – An error occurred when downloading, validating, building, or activating
- // the fleet.DELETING – Hosts are responding to a delete fleet request.TERMINATED
- // – The fleet no longer exists.
- Status *string `type:"string" enum:"FleetStatus"`
- // Time stamp indicating when this data object was terminated. Format is a number
- // expressed in Unix time as milliseconds (ex: "1469498468.057".
- TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- }
- // String returns the string representation
- func (s FleetAttributes) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s FleetAttributes) GoString() string {
- return s.String()
- }
- // Information about the fleet's capacity. Fleet capacity is measured in EC2
- // instances. By default, new fleets have a capacity of one instance, but can
- // be updated as needed. The maximum number of instances for a fleet is determined
- // by the fleet's instance type.
- type FleetCapacity struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet.
- FleetId *string `type:"string"`
- // Current status of fleet capacity.
- InstanceCounts *EC2InstanceCounts `type:"structure"`
- // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet
- // instance type determines the computing resources of each instance in the
- // fleet, including CPU, memory, storage, and networking capacity. GameLift
- // supports the following EC2 instance types. See Amazon EC2 Instance Types
- // (https://aws.amazon.com/ec2/instance-types/) for detailed descriptions.
- InstanceType *string `type:"string" enum:"EC2InstanceType"`
- }
- // String returns the string representation
- func (s FleetCapacity) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s FleetCapacity) GoString() string {
- return s.String()
- }
- // Current status of fleet utilization, including the number of game and player
- // sessions being hosted.
- type FleetUtilization struct {
- _ struct{} `type:"structure"`
- // Number of active game sessions currently being hosted on all instances in
- // the fleet.
- ActiveGameSessionCount *int64 `type:"integer"`
- // Number of server processes in an ACTIVE status currently running across all
- // instances in the fleet
- ActiveServerProcessCount *int64 `type:"integer"`
- // Number of active player sessions currently being hosted on all instances
- // in the fleet.
- CurrentPlayerSessionCount *int64 `type:"integer"`
- // Unique identifier for a fleet.
- FleetId *string `type:"string"`
- // Maximum players allowed across all game sessions currently being hosted on
- // all instances in the fleet.
- MaximumPlayerSessionCount *int64 `type:"integer"`
- }
- // String returns the string representation
- func (s FleetUtilization) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s FleetUtilization) GoString() string {
- return s.String()
- }
- // Set of key-value pairs containing information a server process requires to
- // set up a game session. This object allows you to pass in any set of data
- // needed for your game. For more information, see the Amazon GameLift Developer
- // Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/).
- type GameProperty struct {
- _ struct{} `type:"structure"`
- Key *string `type:"string" required:"true"`
- Value *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s GameProperty) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Properties describing a game session.
- type GameSession struct {
- _ struct{} `type:"structure"`
- // Time stamp indicating when this data object was created. Format is a number
- // expressed in Unix time as milliseconds (ex: "1469498468.057".
- CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- // Number of players currently in the game session.
- CurrentPlayerSessionCount *int64 `type:"integer"`
- // Unique identifier for a fleet.
- FleetId *string `type:"string"`
- // Set of custom properties for the game session.
- GameProperties []*GameProperty `type:"list"`
- // Unique identifier for a game session.
- GameSessionId *string `type:"string"`
- // IP address of the game session. To connect to a GameLift server process,
- // an app needs both the IP address and port number.
- IpAddress *string `type:"string"`
- // Maximum number of players allowed in the game session.
- MaximumPlayerSessionCount *int64 `type:"integer"`
- // Descriptive label associated with a game session. Session names do not need
- // to be unique.
- Name *string `min:"1" type:"string"`
- // Indicates whether or not the game session is accepting new players.
- PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"`
- // Port number for the game session. To connect to a GameLift server process,
- // an app needs both the IP address and port number.
- Port *int64 `min:"1025" type:"integer"`
- // Current status of the game session. A game session must be in an ACTIVE status
- // to have player sessions.
- Status *string `type:"string" enum:"GameSessionStatus"`
- // Time stamp indicating when this data object was terminated. Format is a number
- // expressed in Unix time as milliseconds (ex: "1469498468.057".
- TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- }
- // String returns the string representation
- func (s GameSession) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s GameSession) GoString() string {
- return s.String()
- }
- // A game session's properties and the protection policy currently in force.
- type GameSessionDetail struct {
- _ struct{} `type:"structure"`
- // Properties describing a game session.
- GameSession *GameSession `type:"structure"`
- // Current status of protection for the game session.
- //
- // NoProtection – The game session can be terminated during a scale-down event.
- // FullProtection – If the game session is in an ACTIVE status, it cannot be
- // terminated during a scale-down event.
- ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
- }
- // String returns the string representation
- func (s GameSessionDetail) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s GameSessionDetail) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type GetGameSessionLogUrlInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a game session. Specify the game session you want to
- // get logs for.
- GameSessionId *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s GetGameSessionLogUrlInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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 invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type GetGameSessionLogUrlOutput struct {
- _ struct{} `type:"structure"`
- // Location of the requested game session logs, available for download.
- PreSignedUrl *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s GetGameSessionLogUrlOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s GetGameSessionLogUrlOutput) GoString() string {
- return s.String()
- }
- // A range of IP addresses and port settings that allow inbound traffic to connect
- // to server processes on GameLift. Each game session hosted on a fleet is assigned
- // a unique combination of IP address and port number, which must fall into
- // the fleet's allowed ranges. This combination is included in the GameSession
- // object.
- type IpPermission struct {
- _ struct{} `type:"structure"`
- // Starting value for a range of allowed port numbers.
- FromPort *int64 `min:"1025" type:"integer" required:"true"`
- // Range of allowed IP addresses. This value must be expressed in CIDR notation
- // (https://tools.ietf.org/id/cidr). Example: "000.000.000.000/[subnet mask]"
- // or optionally the shortened version "0.0.0.0/[subnet mask]".
- IpRange *string `type:"string" required:"true"`
- // Network communication protocol used by the fleet.
- Protocol *string `type:"string" required:"true" enum:"IpProtocol"`
- // Ending value for a range of allowed port numbers. Port numbers are end-inclusive.
- // This value must be higher than FromPort.
- ToPort *int64 `min:"1025" type:"integer" required:"true"`
- }
- // String returns the string representation
- func (s IpPermission) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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 < 1025 {
- invalidParams.Add(request.NewErrParamMinValue("FromPort", 1025))
- }
- 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 < 1025 {
- invalidParams.Add(request.NewErrParamMinValue("ToPort", 1025))
- }
- if invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the input for a request action.
- type ListAliasesInput struct {
- _ struct{} `type:"structure"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages.
- Limit *int64 `min:"1" type:"integer"`
- // Descriptive label associated with an alias. Alias names do not need to be
- // unique.
- Name *string `min:"1" type:"string"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value.
- NextToken *string `min:"1" type:"string"`
- // Type of routing to filter results on. Use this parameter to retrieve only
- // aliases of a certain type. To retrieve all aliases, leave this parameter
- // empty.
- //
- // Possible routing types include the following:
- //
- // SIMPLE – The alias resolves to one specific fleet. Use this type when routing
- // to active fleets.TERMINAL – The alias does not resolve to a fleet but instead
- // can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException
- // with the RoutingStrategy message embedded.
- RoutingStrategyType *string `type:"string" enum:"RoutingStrategyType"`
- }
- // String returns the string representation
- func (s ListAliasesInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type ListAliasesOutput struct {
- _ struct{} `type:"structure"`
- // Collection of alias records that match the list request.
- Aliases []*Alias `type:"list"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s ListAliasesOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s ListAliasesOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type ListBuildsInput struct {
- _ struct{} `type:"structure"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value.
- NextToken *string `min:"1" type:"string"`
- // Build 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
- func (s ListBuildsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type ListBuildsOutput struct {
- _ struct{} `type:"structure"`
- // Collection of build records that match the request.
- Builds []*Build `type:"list"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s ListBuildsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s ListBuildsOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type ListFleetsInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier of the build to return fleets for. Use this parameter to
- // return only fleets using the specified build. To retrieve all fleets, leave
- // this parameter empty.
- BuildId *string `type:"string"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s ListFleetsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type ListFleetsOutput struct {
- _ struct{} `type:"structure"`
- // Set of fleet IDs matching the list request. You can retrieve additional information
- // about all returned fleets by passing this result set to a call to DescribeFleetAttributes,
- // DescribeFleetCapacity, and DescribeFleetUtilization.
- FleetIds []*string `min:"1" type:"list"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s ListFleetsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s ListFleetsOutput) GoString() string {
- return s.String()
- }
- // Properties describing a player session.
- type PlayerSession struct {
- _ struct{} `type:"structure"`
- // Time stamp indicating when this data object was created. Format is a number
- // expressed in Unix time as milliseconds (ex: "1469498468.057".
- CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- // Unique identifier for a fleet.
- FleetId *string `type:"string"`
- // Unique identifier for a game session.
- GameSessionId *string `type:"string"`
- // Game session IP address. All player sessions reference the game session location.
- IpAddress *string `type:"string"`
- // Unique identifier for a player.
- PlayerId *string `min:"1" type:"string"`
- // Unique identifier for a player session.
- PlayerSessionId *string `type:"string"`
- // Port number for the game session. To connect to a GameLift server process,
- // an app needs both the IP address and port number.
- Port *int64 `min:"1025" type:"integer"`
- // Current status of the player session.
- //
- // Possible player session statuses include the following:
- //
- // RESERVED – The player session request has been received, but the player
- // has not yet connected to the server process and/or been validated. ACTIVE
- // – The player has been validated by the server process and is currently connected.COMPLETED
- // – The player connection has been dropped.TIMEDOUT – A player session request
- // was received, but the player did not connect and/or was not validated within
- // the time-out limit (60 seconds).
- Status *string `type:"string" enum:"PlayerSessionStatus"`
- // Time stamp indicating when this data object was terminated. Format is a number
- // expressed in Unix time as milliseconds (ex: "1469498468.057".
- TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
- }
- // String returns the string representation
- func (s PlayerSession) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s PlayerSession) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type PutScalingPolicyInput struct {
- _ struct{} `type:"structure"`
- // Comparison operator to use when measuring the metric against the threshold
- // value.
- ComparisonOperator *string `type:"string" required:"true" enum:"ComparisonOperatorType"`
- // Length of time (in minutes) the metric must be at or beyond the threshold
- // before a scaling event is triggered.
- EvaluationPeriods *int64 `min:"1" type:"integer" required:"true"`
- // Unique identity for the fleet to scale with this policy.
- FleetId *string `type:"string" required:"true"`
- // Name of the Amazon GameLift-defined metric that is used to trigger an adjustment.
- //
- // ActivatingGameSessions – number of game sessions in the process of being
- // created (game session status = ACTIVATING). ActiveGameSessions – number
- // of game sessions currently running (game session status = ACTIVE). CurrentPlayerSessions
- // – number of active or reserved player sessions (player session status = ACTIVE
- // or RESERVED). AvailablePlayerSessions – number of player session slots
- // currently available in active game sessions across the fleet, calculated
- // by subtracting a game session's current player session count from its maximum
- // player session count. This number includes game sessions that are not currently
- // accepting players (game session PlayerSessionCreationPolicy = DENY_ALL).
- // ActiveInstances – number of instances currently running a game session.
- // IdleInstances – number of instances not currently running a game session.
- MetricName *string `type:"string" required:"true" enum:"MetricName"`
- // Descriptive label associated with a scaling policy. Policy names do not need
- // to be unique. A fleet can have only one scaling policy with the same name.
- Name *string `min:"1" type:"string" required:"true"`
- // Amount of adjustment to make, based on the scaling adjustment type.
- ScalingAdjustment *int64 `type:"integer" required:"true"`
- // Type of adjustment to make to a fleet's instance count (see FleetCapacity):
- //
- // ChangeInCapacity – add (or subtract) the scaling adjustment value from
- // the current instance count. Positive values scale up while negative values
- // scale down. ExactCapacity – set the instance count to the scaling adjustment
- // value. PercentChangeInCapacity – increase or reduce the current instance
- // count by the scaling adjustment, read as a percentage. Positive values scale
- // up while negative values scale down; for example, a value of "-10" scales
- // the fleet down by 10%.
- ScalingAdjustmentType *string `type:"string" required:"true" enum:"ScalingAdjustmentType"`
- // Metric value used to trigger a scaling event.
- Threshold *float64 `type:"double" required:"true"`
- }
- // String returns the string representation
- func (s PutScalingPolicyInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.ComparisonOperator == nil {
- invalidParams.Add(request.NewErrParamRequired("ComparisonOperator"))
- }
- if s.EvaluationPeriods == nil {
- invalidParams.Add(request.NewErrParamRequired("EvaluationPeriods"))
- }
- 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.ScalingAdjustment == nil {
- invalidParams.Add(request.NewErrParamRequired("ScalingAdjustment"))
- }
- if s.ScalingAdjustmentType == nil {
- invalidParams.Add(request.NewErrParamRequired("ScalingAdjustmentType"))
- }
- if s.Threshold == nil {
- invalidParams.Add(request.NewErrParamRequired("Threshold"))
- }
- if invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type PutScalingPolicyOutput struct {
- _ struct{} `type:"structure"`
- // Descriptive label associated with a scaling policy. Policy names do not need
- // to be unique.
- Name *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s PutScalingPolicyOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s PutScalingPolicyOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type RequestUploadCredentialsInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the build you want to get credentials for.
- BuildId *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s RequestUploadCredentialsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- 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 *AwsCredentials `type:"structure"`
- }
- // String returns the string representation
- func (s RequestUploadCredentialsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s RequestUploadCredentialsOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type ResolveAliasInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the alias you want to resolve.
- AliasId *string `type:"string" required:"true"`
- }
- // String returns the string representation
- func (s ResolveAliasInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type ResolveAliasOutput struct {
- _ struct{} `type:"structure"`
- // Fleet ID associated with the requested alias.
- FleetId *string `type:"string"`
- }
- // String returns the string representation
- func (s ResolveAliasOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s ResolveAliasOutput) GoString() string {
- return s.String()
- }
- // Routing configuration for a fleet alias.
- type RoutingStrategy struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet.
- FleetId *string `type:"string"`
- // Message text to be used with a terminal routing strategy.
- Message *string `type:"string"`
- // Type of routing strategy.
- //
- // Possible routing types include the following:
- //
- // SIMPLE – The alias resolves to one specific fleet. Use this type when routing
- // to active fleets.TERMINAL – The alias does not resolve to a fleet but instead
- // can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException
- // with the RoutingStrategy message embedded.
- Type *string `type:"string" enum:"RoutingStrategyType"`
- }
- // String returns the string representation
- func (s RoutingStrategy) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s RoutingStrategy) GoString() string {
- return s.String()
- }
- // Collection of server process configurations that describe what processes
- // should be run on each instance in a fleet. An instance can launch and maintain
- // multiple server processes based on the runtime configuration; it regularly
- // checks for an updated runtime configuration and starts new server processes
- // to match the latest version.
- //
- // The key purpose of a runtime configuration with multiple server process
- // configurations is to be able to run more than one kind of game server in
- // a single fleet. You can include configurations for more than one server executable
- // in order to run two or more different programs to run on the same instance.
- // This option might be useful, for example, to run more than one version of
- // your game server on the same fleet. Another option is to specify configurations
- // for the same server executable but with different launch parameters.
- //
- // A GameLift instance is limited to 50 processes running simultaneously. To
- // calculate the total number of processes specified in a runtime configuration,
- // add the values of the ConcurrentExecutions parameter for each ServerProcess
- // object in the runtime configuration.
- type RuntimeConfiguration struct {
- _ struct{} `type:"structure"`
- // Collection of server process configurations describing what server processes
- // to run on each instance in a fleet
- ServerProcesses []*ServerProcess `min:"1" type:"list"`
- }
- // String returns the string representation
- func (s RuntimeConfiguration) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.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
- }
- // Location in Amazon Simple Storage Service (Amazon S3) where a build's files
- // are stored. This location is assigned in response to a CreateBuild call,
- // and is always in the same region as the service used to create the build.
- // For more details see the Amazon S3 documentation (http://aws.amazon.com/documentation/s3/).
- type S3Location struct {
- _ struct{} `type:"structure"`
- // Amazon S3 bucket identifier.
- Bucket *string `min:"1" type:"string"`
- // Amazon S3 bucket key.
- Key *string `min:"1" type:"string"`
- // Amazon resource number for the cross-account access role that allows GameLift
- // access to the S3 bucket.
- RoleArn *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s S3Location) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.RoleArn != nil && len(*s.RoleArn) < 1 {
- invalidParams.Add(request.NewErrParamMinLen("RoleArn", 1))
- }
- if invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Rule that controls how a fleet is scaled. Scaling policies are uniquely identified
- // by the combination of name and fleet ID.
- 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"`
- // Unique identity for the fleet associated with this scaling policy.
- FleetId *string `type:"string"`
- // Name of the GameLift-defined metric that is used to trigger an adjustment.
- //
- // ActivatingGameSessions – number of game sessions in the process of being
- // created (game session status = ACTIVATING). ActiveGameSessions – number
- // of game sessions currently running (game session status = ACTIVE). CurrentPlayerSessions
- // – number of active or reserved player sessions (player session status = ACTIVE
- // or RESERVED). AvailablePlayerSessions – number of player session slots
- // currently available in active game sessions across the fleet, calculated
- // by subtracting a game session's current player session count from its maximum
- // player session count. This number does include game sessions that are not
- // currently accepting players (game session PlayerSessionCreationPolicy = DENY_ALL).
- // ActiveInstances – number of instances currently running a game session.
- // IdleInstances – number of instances not currently running a game session.
- MetricName *string `type:"string" enum:"MetricName"`
- // Descriptive label associated with a scaling policy. Policy names do not need
- // to be unique.
- Name *string `min:"1" type:"string"`
- // Amount of adjustment to make, based on the scaling adjustment type.
- ScalingAdjustment *int64 `type:"integer"`
- // Type of adjustment to make to a fleet's instance count (see FleetCapacity):
- //
- // ChangeInCapacity – add (or subtract) the scaling adjustment value from
- // the current instance count. Positive values scale up while negative values
- // scale down. ExactCapacity – set the instance count to the scaling adjustment
- // value. PercentChangeInCapacity – increase or reduce the current instance
- // count by the scaling adjustment, read as a percentage. Positive values scale
- // up while negative values scale down.
- ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"`
- // Current status of the scaling policy. The scaling policy is only in force
- // when in an ACTIVE 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.
- Status *string `type:"string" enum:"ScalingStatusType"`
- // Metric value used to trigger a scaling event.
- Threshold *float64 `type:"double"`
- }
- // String returns the string representation
- func (s ScalingPolicy) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s ScalingPolicy) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type SearchGameSessionsInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet alias. Each request must reference either a
- // fleet ID or alias ID, but not both.
- AliasId *string `type:"string"`
- // String containing the search criteria for the session search. If no filter
- // expression is included, the request returns results for all game sessions
- // in the fleet that are in ACTIVE status.
- //
- // A filter expression can contain one or multiple conditions. Each condition
- // consists of the following:
- //
- // Operand -- Name of a game session attribute. Valid values are gameSessionName,
- // gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, hasAvailablePlayerSessions.
- // Comparator -- Valid comparators are: =, <>, <, >, <=, >=.
- // Value -- Value to be searched for. Values can be numbers, boolean values
- // (true/false) or strings. String values are case sensitive, enclosed in single
- // quotes. Special characters must be escaped. Boolean and string values can
- // only be used with the comparators = and <>. For example, the following
- // filter expression searches on gameSessionName: "FilterExpression": "gameSessionName
- // = 'Matt\\'s Awesome Game 1'". To chain multiple conditions in a single
- // expression, use the logical keywords AND, OR, and NOT and parentheses as
- // needed. For example: x AND y AND NOT z, NOT (x OR y).
- //
- // Session search evaluates conditions from left to right using the following
- // precedence rules:
- //
- // =, <>, <, >, <=, >= Parentheses NOT AND OR For example,
- // this filter expression retrieves game sessions hosting at least ten players
- // that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true".
- FilterExpression *string `min:"1" type:"string"`
- // Unique identifier for a fleet. Each request must reference either a fleet
- // ID or alias ID, but not both.
- FleetId *string `type:"string"`
- // Maximum number of results to return. Use this parameter with NextToken to
- // get results as a set of sequential pages. The maximum number of results returned
- // is 20, even if this value is not set or is set higher than 20.
- Limit *int64 `min:"1" type:"integer"`
- // Token indicating the start of the next sequential page of results. Use the
- // token that is returned with a previous call to this action. To specify the
- // start of the result set, do not specify a value.
- NextToken *string `min:"1" type:"string"`
- // Instructions on how to sort the search results. If no sort expression is
- // included, the request returns results in random order. A sort expression
- // consists of the following elements:
- //
- // Operand -- Name of a game session attribute. Valid values are gameSessionName,
- // gameSessionId, creationTimeMillis, playerSessionCount, maximumSessions, hasAvailablePlayerSessions.
- // Order -- Valid sort orders are ASC (ascending) and DESC (descending). For
- // example, this sort expression returns the oldest active sessions first: "SortExpression":
- // "creationTimeMillis ASC". Results with a null value for the sort operand
- // are returned at the end of the list.
- SortExpression *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s SearchGameSessionsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.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
- }
- // Represents the returned data in response to a request action.
- type SearchGameSessionsOutput struct {
- _ struct{} `type:"structure"`
- // Collection of objects containing game session properties for each session
- // matching the request.
- GameSessions []*GameSession `type:"list"`
- // Token indicating where to resume retrieving results on the next call to this
- // action. If no token is returned, these results represent the end of the list.
- //
- // If a request has a limit that exactly matches the number of remaining results,
- // a token is returned even though there are no more results to retrieve.
- NextToken *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s SearchGameSessionsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s SearchGameSessionsOutput) GoString() string {
- return s.String()
- }
- // A set of instructions for launching server processes on each instance in
- // a fleet. Each instruction set identifies the location of the server executable,
- // optional launch parameters, and the number of server processes with this
- // configuration to maintain concurrently on the instance. Server process configurations
- // make up a fleet's RuntimeConfiguration.
- type ServerProcess struct {
- _ struct{} `type:"structure"`
- // Number of server processes using this configuration to run concurrently on
- // an instance.
- ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"`
- // Location in the game build of the server executable. All game builds are
- // installed on instances at the root C:\game\..., so an executable file located
- // at MyGame\latest\server.exe has a launch path of "C:\game\MyGame\latest\server.exe".
- LaunchPath *string `min:"1" type:"string" required:"true"`
- // Optional list of parameters to pass to the server executable on launch.
- Parameters *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s ServerProcess) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the input for a request action.
- type UpdateAliasInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a fleet alias. Specify the alias you want to update.
- AliasId *string `type:"string" required:"true"`
- // Human-readable description of an alias.
- Description *string `min:"1" type:"string"`
- // Descriptive label associated with an alias. Alias names do not need to be
- // unique.
- Name *string `min:"1" type:"string"`
- // Object specifying the fleet and routing type to use for the alias.
- RoutingStrategy *RoutingStrategy `type:"structure"`
- }
- // String returns the string representation
- func (s UpdateAliasInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type UpdateAliasOutput struct {
- _ struct{} `type:"structure"`
- // Object containing the updated alias configuration.
- Alias *Alias `type:"structure"`
- }
- // String returns the string representation
- func (s UpdateAliasOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s UpdateAliasOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type UpdateBuildInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier of the build you want to update.
- BuildId *string `type:"string" required:"true"`
- // Descriptive label associated with a build. Build names do not need to be
- // unique.
- Name *string `min:"1" type:"string"`
- // Version associated with this build. Version strings do not need to be unique
- // to a build.
- Version *string `min:"1" type:"string"`
- }
- // String returns the string representation
- func (s UpdateBuildInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type UpdateBuildOutput struct {
- _ struct{} `type:"structure"`
- // Object containing the updated build record.
- Build *Build `type:"structure"`
- }
- // String returns the string representation
- func (s UpdateBuildOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s UpdateBuildOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type UpdateFleetAttributesInput struct {
- _ struct{} `type:"structure"`
- // Human-readable description of a fleet.
- Description *string `min:"1" type:"string"`
- // Unique identifier for the fleet you want to update attribute metadata for.
- FleetId *string `type:"string" required:"true"`
- // Descriptive label associated with a fleet. Fleet names do not need to be
- // unique.
- Name *string `min:"1" type:"string"`
- // Game session protection policy to apply to all new instances created in this
- // fleet. Instances that already exist are not affected. You can set protection
- // for individual instances using UpdateGameSession.
- //
- // NoProtection – The game session can be terminated during a scale-down event.
- // FullProtection – If the game session is in an ACTIVE status, it cannot be
- // terminated during a scale-down event.
- NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
- }
- // String returns the string representation
- func (s UpdateFleetAttributesInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type UpdateFleetAttributesOutput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the updated fleet.
- FleetId *string `type:"string"`
- }
- // String returns the string representation
- func (s UpdateFleetAttributesOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s UpdateFleetAttributesOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type UpdateFleetCapacityInput struct {
- _ struct{} `type:"structure"`
- // Number of EC2 instances you want this fleet to host.
- DesiredInstances *int64 `type:"integer"`
- // Unique identifier for the fleet you want to update capacity for.
- FleetId *string `type:"string" required:"true"`
- // Maximum value allowed for the fleet's instance count. Default if not set
- // is 1.
- MaxSize *int64 `type:"integer"`
- // Minimum value allowed for the fleet's instance count. Default if not set
- // is 0.
- MinSize *int64 `type:"integer"`
- }
- // String returns the string representation
- func (s UpdateFleetCapacityInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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 invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type UpdateFleetCapacityOutput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the updated fleet.
- FleetId *string `type:"string"`
- }
- // String returns the string representation
- func (s UpdateFleetCapacityOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s UpdateFleetCapacityOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type UpdateFleetPortSettingsInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the fleet you want to update port settings for.
- FleetId *string `type:"string" required:"true"`
- // Collection of port settings to be added to the fleet record.
- InboundPermissionAuthorizations []*IpPermission `type:"list"`
- // Collection of port settings to be removed from the fleet record.
- InboundPermissionRevocations []*IpPermission `type:"list"`
- }
- // String returns the string representation
- func (s UpdateFleetPortSettingsInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type UpdateFleetPortSettingsOutput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for the updated fleet.
- FleetId *string `type:"string"`
- }
- // String returns the string representation
- func (s UpdateFleetPortSettingsOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s UpdateFleetPortSettingsOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type UpdateGameSessionInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier for a game session. Specify the game session you want to
- // update.
- GameSessionId *string `type:"string" required:"true"`
- // Maximum number of players that can be simultaneously connected to the game
- // session.
- MaximumPlayerSessionCount *int64 `type:"integer"`
- // Descriptive label associated with a game session. Session names do not need
- // to be unique.
- Name *string `min:"1" type:"string"`
- // Policy determining whether or not the game session accepts new players.
- PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"`
- // Game session protection policy to apply to this game session only.
- //
- // NoProtection – The game session can be terminated during a scale-down event.
- // FullProtection – If the game session is in an ACTIVE status, it cannot be
- // terminated during a scale-down event.
- ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
- }
- // String returns the string representation
- func (s UpdateGameSessionInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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.Name != nil && len(*s.Name) < 1 {
- invalidParams.Add(request.NewErrParamMinLen("Name", 1))
- }
- if invalidParams.Len() > 0 {
- return invalidParams
- }
- return nil
- }
- // Represents the returned data in response to a request action.
- type UpdateGameSessionOutput struct {
- _ struct{} `type:"structure"`
- // Object containing the updated game session metadata.
- GameSession *GameSession `type:"structure"`
- }
- // String returns the string representation
- func (s UpdateGameSessionOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s UpdateGameSessionOutput) GoString() string {
- return s.String()
- }
- // Represents the input for a request action.
- type UpdateRuntimeConfigurationInput struct {
- _ struct{} `type:"structure"`
- // Unique identifier of the fleet to update runtime configuration for.
- FleetId *string `type:"string" required:"true"`
- // Instructions for launching server processes on each instance in the fleet.
- // The runtime configuration for a fleet has a collection of server process
- // configurations, one for each type of server process to run on an instance.
- // A server process configuration specifies the location of the server executable,
- // launch parameters, and the number of concurrent processes with that configuration
- // to maintain on each instance.
- RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"`
- }
- // String returns the string representation
- func (s UpdateRuntimeConfigurationInput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- 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
- }
- // Represents the returned data in response to a request action.
- type UpdateRuntimeConfigurationOutput struct {
- _ struct{} `type:"structure"`
- // The runtime configuration currently in force. If the update was successful,
- // this object matches the one in the request.
- RuntimeConfiguration *RuntimeConfiguration `type:"structure"`
- }
- // String returns the string representation
- func (s UpdateRuntimeConfigurationOutput) String() string {
- return awsutil.Prettify(s)
- }
- // GoString returns the string representation
- func (s UpdateRuntimeConfigurationOutput) GoString() string {
- return s.String()
- }
- const (
- // @enum BuildStatus
- BuildStatusInitialized = "INITIALIZED"
- // @enum BuildStatus
- BuildStatusReady = "READY"
- // @enum BuildStatus
- BuildStatusFailed = "FAILED"
- )
- const (
- // @enum ComparisonOperatorType
- ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold"
- // @enum ComparisonOperatorType
- ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold"
- // @enum ComparisonOperatorType
- ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold"
- // @enum ComparisonOperatorType
- ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold"
- )
- const (
- // @enum EC2InstanceType
- EC2InstanceTypeT2Micro = "t2.micro"
- // @enum EC2InstanceType
- EC2InstanceTypeT2Small = "t2.small"
- // @enum EC2InstanceType
- EC2InstanceTypeT2Medium = "t2.medium"
- // @enum EC2InstanceType
- EC2InstanceTypeT2Large = "t2.large"
- // @enum EC2InstanceType
- EC2InstanceTypeC3Large = "c3.large"
- // @enum EC2InstanceType
- EC2InstanceTypeC3Xlarge = "c3.xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeC32xlarge = "c3.2xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeC34xlarge = "c3.4xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeC38xlarge = "c3.8xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeC4Large = "c4.large"
- // @enum EC2InstanceType
- EC2InstanceTypeC4Xlarge = "c4.xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeC42xlarge = "c4.2xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeC44xlarge = "c4.4xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeC48xlarge = "c4.8xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeR3Large = "r3.large"
- // @enum EC2InstanceType
- EC2InstanceTypeR3Xlarge = "r3.xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeR32xlarge = "r3.2xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeR34xlarge = "r3.4xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeR38xlarge = "r3.8xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeM3Medium = "m3.medium"
- // @enum EC2InstanceType
- EC2InstanceTypeM3Large = "m3.large"
- // @enum EC2InstanceType
- EC2InstanceTypeM3Xlarge = "m3.xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeM32xlarge = "m3.2xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeM4Large = "m4.large"
- // @enum EC2InstanceType
- EC2InstanceTypeM4Xlarge = "m4.xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeM42xlarge = "m4.2xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeM44xlarge = "m4.4xlarge"
- // @enum EC2InstanceType
- EC2InstanceTypeM410xlarge = "m4.10xlarge"
- )
- const (
- // @enum EventCode
- EventCodeGenericEvent = "GENERIC_EVENT"
- // @enum EventCode
- EventCodeFleetCreated = "FLEET_CREATED"
- // @enum EventCode
- EventCodeFleetDeleted = "FLEET_DELETED"
- // @enum EventCode
- EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT"
- // @enum EventCode
- EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING"
- // @enum EventCode
- EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING"
- // @enum EventCode
- EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING"
- // @enum EventCode
- EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING"
- // @enum EventCode
- EventCodeFleetStateActive = "FLEET_STATE_ACTIVE"
- // @enum EventCode
- EventCodeFleetStateError = "FLEET_STATE_ERROR"
- // @enum EventCode
- EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED"
- // @enum EventCode
- EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED"
- // @enum EventCode
- EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"
- // @enum EventCode
- EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"
- // @enum EventCode
- EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT"
- // @enum EventCode
- EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED"
- // @enum EventCode
- EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES"
- // @enum EventCode
- EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"
- )
- const (
- // @enum FleetStatus
- FleetStatusNew = "NEW"
- // @enum FleetStatus
- FleetStatusDownloading = "DOWNLOADING"
- // @enum FleetStatus
- FleetStatusValidating = "VALIDATING"
- // @enum FleetStatus
- FleetStatusBuilding = "BUILDING"
- // @enum FleetStatus
- FleetStatusActivating = "ACTIVATING"
- // @enum FleetStatus
- FleetStatusActive = "ACTIVE"
- // @enum FleetStatus
- FleetStatusDeleting = "DELETING"
- // @enum FleetStatus
- FleetStatusError = "ERROR"
- // @enum FleetStatus
- FleetStatusTerminated = "TERMINATED"
- )
- const (
- // @enum GameSessionStatus
- GameSessionStatusActive = "ACTIVE"
- // @enum GameSessionStatus
- GameSessionStatusActivating = "ACTIVATING"
- // @enum GameSessionStatus
- GameSessionStatusTerminated = "TERMINATED"
- // @enum GameSessionStatus
- GameSessionStatusTerminating = "TERMINATING"
- )
- const (
- // @enum IpProtocol
- IpProtocolTcp = "TCP"
- // @enum IpProtocol
- IpProtocolUdp = "UDP"
- )
- const (
- // @enum MetricName
- MetricNameActivatingGameSessions = "ActivatingGameSessions"
- // @enum MetricName
- MetricNameActiveGameSessions = "ActiveGameSessions"
- // @enum MetricName
- MetricNameActiveInstances = "ActiveInstances"
- // @enum MetricName
- MetricNameAvailablePlayerSessions = "AvailablePlayerSessions"
- // @enum MetricName
- MetricNameCurrentPlayerSessions = "CurrentPlayerSessions"
- // @enum MetricName
- MetricNameIdleInstances = "IdleInstances"
- )
- const (
- // @enum PlayerSessionCreationPolicy
- PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL"
- // @enum PlayerSessionCreationPolicy
- PlayerSessionCreationPolicyDenyAll = "DENY_ALL"
- )
- const (
- // @enum PlayerSessionStatus
- PlayerSessionStatusReserved = "RESERVED"
- // @enum PlayerSessionStatus
- PlayerSessionStatusActive = "ACTIVE"
- // @enum PlayerSessionStatus
- PlayerSessionStatusCompleted = "COMPLETED"
- // @enum PlayerSessionStatus
- PlayerSessionStatusTimedout = "TIMEDOUT"
- )
- const (
- // @enum ProtectionPolicy
- ProtectionPolicyNoProtection = "NoProtection"
- // @enum ProtectionPolicy
- ProtectionPolicyFullProtection = "FullProtection"
- )
- const (
- // @enum RoutingStrategyType
- RoutingStrategyTypeSimple = "SIMPLE"
- // @enum RoutingStrategyType
- RoutingStrategyTypeTerminal = "TERMINAL"
- )
- const (
- // @enum ScalingAdjustmentType
- ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity"
- // @enum ScalingAdjustmentType
- ScalingAdjustmentTypeExactCapacity = "ExactCapacity"
- // @enum ScalingAdjustmentType
- ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity"
- )
- const (
- // @enum ScalingStatusType
- ScalingStatusTypeActive = "ACTIVE"
- // @enum ScalingStatusType
- ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED"
- // @enum ScalingStatusType
- ScalingStatusTypeUpdating = "UPDATING"
- // @enum ScalingStatusType
- ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED"
- // @enum ScalingStatusType
- ScalingStatusTypeDeleting = "DELETING"
- // @enum ScalingStatusType
- ScalingStatusTypeDeleted = "DELETED"
- // @enum ScalingStatusType
- ScalingStatusTypeError = "ERROR"
- )
|